|
|
|
 |
|

October 11th, 2002, 03:25 PM
|
 |
Sergeant
|
|
Join Date: Dec 2001
Location: Texas
Posts: 305
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Krill & Ork Update
Is this for Proportions or the standard v1.78?
__________________
solops
All that is necessary for the triumph of evil is that good men do nothing. Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it. Judge Learned Hand
Just because you're paranoid doesn't mean that They are not out to get you.
|

October 11th, 2002, 04:09 PM
|
 |
First Lieutenant
|
|
Join Date: Jun 2002
Location: France
Posts: 664
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Krill & Ork Update
Are the other W40000 races to be found somewhere yet ?
__________________
Ph'nglui mglw'nafh Cthulhu R'lyeh wagh'nagl fhtagn.
Ïa ! Ïa ! Cthulhu fhtagn ! Cthulhu fhtagn !
|

October 11th, 2002, 05:16 PM
|
Second Lieutenant
|
|
Join Date: Mar 2001
Location: Elk River, MN, USA
Posts: 472
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Krill & Ork Update
solops - they are updates for the ones in the TDM-Modpack, I was still testing some of the changes when the Last Version came out so I didn't update them then.
Unknown-Enemy - There was a Slaneesh one made a while back, otherwise John Beech had done a couple of Eldar ships, and I'm about 80-90% done with a set based on BFG Chaos ships - just don't ever seem to have the time to finish them, and The AI for them hasn't been good enough to get me to get going on finishing them.
|

October 11th, 2002, 10:23 PM
|
Corporal
|
|
Join Date: Jun 2002
Location: Hannover, Germany
Posts: 140
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Krill & Ork Update
Just started a game with them. Got error Messages for the Orks: Unknown value "Long Weapons Range" for Default Strategy in record [shipname]. As far as I checked these message are given for every design using the long Weapons range strategy.
A complete different topic:
You use Attack Bases. Does the game consider them as ships (join a fleet) or bases (don't join)?
[ October 11, 2002, 21:35: Message edited by: Rexxx ]
__________________
homo homini lupus est
|

October 12th, 2002, 01:35 AM
|
Second Lieutenant
|
|
Join Date: Mar 2001
Location: Elk River, MN, USA
Posts: 472
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Krill & Ork Update
Posted an updated Version of the Krill and Orks. I'm still not entirely satisfied with them, but I'll never get them posted if I wait until then. Please let me know of any comments or issues with them.
1034335459.zip
|

October 13th, 2002, 08:43 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Krill & Ork Update
An "Attack Base" is supposed to be a Baseship. A Space Station can only defend; it cannot go on the offensive and seek out a target, which is what "attacking" is.
|

October 15th, 2002, 01:51 AM
|
Second Lieutenant
|
|
Join Date: Mar 2001
Location: Elk River, MN, USA
Posts: 472
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Krill & Ork Update
Quote:
Just started a game with them. Got error Messages for the Orks: Unknown value "Long Weapons Range" for Default Strategy in record [shipname]. As far as I checked these message are given for every design using the long Weapons range strategy.
|
Did you use either the 3000 or the 5000 point empire file? I haven't seen that with the 2000 point one, but I might have forgotten to make the change in the other two. Until I get the .emp files updated, you can correct this by opening the DesignCreation file, and have Long Weapons Range replaced by Maximum Weapons Range - the only diference is targeting priority.
Quote:
A complete different topic:
You use Attack Bases. Does the game consider them as ships (join a fleet) or bases (don't join)?
|
Quote:
An "Attack Base" is supposed to be a Baseship. A Space Station can only defend; it cannot go on the offensive and seek out a target, which is what "attacking" is.
|
It has to do with how the AI uses ship types. The AI will not place a Attack Base in a fleet, and will design and build Attack Bases of any size, so I use the Attack Base as a scout (in all of my races). For actual Attack Bases, I will give them a different name, and call out that specific name in the ConstructVehicle file so that they will be included in fleets when they are built.
[ October 14, 2002, 12:53: Message edited by: Atraikius ]
|

October 15th, 2002, 12:54 PM
|
Second Lieutenant
|
|
Join Date: Mar 2001
Location: Elk River, MN, USA
Posts: 472
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Krill & Ork Update
Found the problem with strategies - updated wrong .emp files when I added the Long weapons range.
Posted the updated files, along with a small change to both the krill and Ork Construct Vehicle files.
1034679079.zip
|

October 15th, 2002, 05:02 PM
|
Corporal
|
|
Join Date: Jun 2002
Location: Hannover, Germany
Posts: 140
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Krill & Ork Update
Hi Atraikius,
thanks for updating them. Looking forward to meeting them again in battle...
Once again Attack Bases:
When I get it right no Attack Base will join a fleet except the 1200 kt Base Ships??? Do you know the reason for this? Does it depend on the size or the max. number of engines?
__________________
homo homini lupus est
|

October 15th, 2002, 06:41 PM
|
Second Lieutenant
|
|
Join Date: Mar 2001
Location: Elk River, MN, USA
Posts: 472
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Krill & Ork Update
Rexxx - I haven't seen an Attack Base that was actually a baseship join a fleet yet. In the few games I've played that went long enough for the AI to build them had them, the Base ships I saw were all by themselves.
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|