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June 14th, 2005, 07:34 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Thanked 12 Times in 10 Posts
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Re: We need more pirates!
Quote:
RCCCL said:
What I mean is, instead of changing the path directory, taking the changed part of the files and pasting them into the normal files(after backing them up of course), so I can use any changes and mods I've made myself.
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As a general rule, you should always make changes to the data files in mod folders, not in the stock data folder. Less headaches ensue this way.
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June 15th, 2005, 12:01 AM
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Corporal
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Join Date: Jun 2004
Location: In front of a computer
Posts: 106
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Re: We need more pirates!
ARRRRRRRRR!!!!
We still be needing more pirates for this game. Anyone interested just join up.
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June 16th, 2005, 12:08 PM
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Sergeant
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Join Date: Mar 2005
Location: Indianapolis
Posts: 233
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Re: We need more pirates!
*bump*
Pay attention to what Darkant says!!!
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Guess what color my Orange is!
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June 16th, 2005, 01:37 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
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Re: We need more pirates!
I have joined, will upload my Pirate EMP once i can.
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June 16th, 2005, 05:07 PM
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Sergeant
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Join Date: May 2004
Location: Unimatrix 1
Posts: 297
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Re: We need more pirates!
I'm intrested however the only problem i may have is the turn duration how long will the turns last?, and i've also downloaded the mod from PBW, i don't know if this is the latest version, also, i saw differents version i think i downloaded all of them, anyway is any version with AI? where is it?
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If you see a light at the end of a wormhole its a photon torpedo!
You think is such three dimensional way, how small have you become - Borg Queen.
Whatever that thing was the Shivans got one less of them now - S.O.C. Freespace 2
We're the borg, lower your shields and surrender your ships, we will add your technological and biological distintiveness to our own your race will adapt to serve us, resistant is futile.
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June 17th, 2005, 08:52 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: We need more pirates!
The PBW versions are filled with extra features that the AIs simply can't handle. Extra fun for a PBW humans-only game, though.
You want a non-PBW version, like:
http://imagemodserver.mine.nu/other/...dsV3.2-STD.zip
There should be some stock AI files in there, but I suggest copying some races from the TDM modpack, and running the AI Patcher on them.
The AI patcher will convert the races from stock to P&N settings so that they will build ships that can actually move and set up their races so they can actually colonize.
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Things you want:
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July 11th, 2005, 11:34 AM
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Sergeant
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Join Date: Jan 2002
Location: Fredericksburg, VA, USA
Posts: 254
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Re: We need more pirates!
I've recently played as a non-pirate (to check out some of the different tech combos), and began to build some of the large hulls but found a funny problem I'm hoping somebody can help with. (I've tried to search for this, but either came up with so many hits I'd be reading for a week or came up with nothing...)
With both the base-ship and battle-moon I find that as I add additional engines the maximum movement at some point reverts back to zero. With the basemoon, it fluctuates from zero to one and then back to zero. With the Baseship, I can raise the movement to eight and then it drops back to zero and begins to increase again as I add more engines.
I think that this is a code / data structure issue since it looks to me like there is some type of database out of bounds issue with the numbers going on that has the effect of zeroing the movement once some value raises over a certain amount. Without the source code it is hard to say, but I found that by playing with the base moon number of engines required to move I could increase the movement achieved before the values dropped back to zero, but they always seemed to drop back at some pre-determined point.
Has anybody seen this go on with their P&N games?
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