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  #1  
Old June 30th, 2003, 04:00 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Also... probably a stupid question, and I'm sure the answer's out there somewhere, but I'm in a zone... How do you get an empire to use/recognize a specific AI file??

Thanks!

Steve
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Old June 30th, 2003, 04:01 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

NM... found it. RTFM, Steve!!!!

Steve
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Old June 30th, 2003, 07:39 AM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

found the problem... some hulls too small for a mininium speed of 3... was running out of room b4 the supply generation solar got on... and just filled up rest with engines... mininium speed needs to be 2 for colony, poptrans, and trooptrans...

well that and a must have solar supply generation makes it work...

[ June 30, 2003, 06:44: Message edited by: openair ]
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Old June 30th, 2003, 04:33 PM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Some changes I've made but didn't upload yet.

Corrected superlaser tech requirements. They had a level 10 'turbolaser weapons' requirement, a tech I had removed but forgot to correct here, the curious thing is that this didn't give an error but instead made the requirement be ignored.

Removed the extra 's' in the description fo most engines (Generates 1 thrust points.)

Removed Boarding Defense ability from Bridge (& SW), Life Support (& SW), Crew Quarters (& SW), Auxiliary Control, Shield Regenerators, Point - Defense Cannons and SW Shield Recharger and Anti-Fighter Lasers and added it to SE4 engines, Supply Storage and SW reactors.
This should 'fix' ion cannons damage.

TH if you think your 'balancing' is worth it, post your changes.

AIs will not find the right weapon and not design attack ships.
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Old July 1st, 2003, 10:23 PM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

is there anyway to use a component on a ship (ie HyperDrive) that is in a fleet without pulling the ship out of the fleet?

its really pissing me off having to pull my fleets apart everytime i wanna go anywhere...
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Old July 2nd, 2003, 01:19 AM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Unfortunately there is not.
Also AI will never use those components so making them research and add them to their designs would be wasted research points and onboard space.
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Old July 2nd, 2003, 01:57 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Quote:
Sorry Erax... I knew that. Just testing you. BTW... I've been meaning to say... there's something... I dunno... 'sinister' about your avatar.
You think so ? The original picture is a little less scary.

Andres, here are a few things I've noticed :

- When starting a full-tech game, the Empire had access to the following SEIV tech : phased-polaron beams (incl. the small Version), incinerator beams (incl. small Version), ripper beams, wave motion guns, gravitic sensors, solar sails, solar collectors and null-space projectors.

- The light frigate's description could be 'Lancer Frigate'.

- The Carrack cruiser is spelled 'Carrak'.

- The slugthrower rifle is spelled 'slugthrowing'.

- Small-sized ion cannon use the image for the bLaster rifle.

- Fighter-sized ion cannon and lasers may be mounted on troops, but their damage values are on a different scale so they become quite weak.

- The AT-AT uses an AT-ST image.

That's it for now, gotta get some sleep. Keep up the great work !
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