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June 10th, 2003, 12:55 AM
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Lieutenant Colonel
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Location: Virginia
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Re: Highliner Mod - 1.04b - PBW Observations & Patch
Slowly I am making headway...
CURRENT STATUS...
Data files - 100% completed
AI/race files - 25% (changes made in generic AI files, specific races to follow)
Image files - 100% (intro screens and substitute highliner/worldship pics complete)
EDIT - Go upthread for the latest Version of the Readme
[ June 19, 2003, 23:14: Message edited by: General Woundwort ]
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June 10th, 2003, 06:12 AM
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First Lieutenant
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Re: Highliner Mod - 1.04b - PBW Observations & Patch
Very interesting od Woundwort, looking forward to it!
And about systems being ships...that MIGHT have been me. For LR mods campaigns I have intentionsfor a ship so large you fly in it.
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June 11th, 2003, 03:17 AM
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Lieutenant Colonel
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Re: Highliner Mod - 1.04b - PBW Observations & Patch
Question - I was intending to use Neo-Standard images for the Riders (makes much more sense scale-wise), but I could not figure out how to do this without messing up the displays for non Neo shipsets, which I had set as the alternates (some duplications and mixup of shipsizes would occur). I take it that a mod must have all Neo shipsets or all Standard?
[ June 11, 2003, 02:21: Message edited by: General Woundwort ]
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June 11th, 2003, 03:35 AM
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National Security Advisor
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Re: Highliner Mod - 1.04b - PBW Observations & Patch
No, it doesn't if you have Gold. Use the neo-standard bitmap as the Primary one, and a standard SE4 bitmap as the secondary.
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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June 12th, 2003, 05:19 PM
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Lieutenant Colonel
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Re: Highliner Mod - 1.04b - PBW Observations & Patch
Quote:
Originally posted by Phoenix-D:
No, it doesn't if you have Gold. Use the neo-standard bitmap as the Primary one, and a standard SE4 bitmap as the secondary.
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Thanks. Armed with that bit of info, I went back to the VehicleSize file and made it Neo-Standard compatible. And so...
CURRENT STATUS
Data files - 100% completed (made totally Neo-Standard compatible)
AI/race files - 30% (changes made in generic AI files; Abbidon, Amonkrie, Cryslonite & CueCappa completed)
Image files - 100% (intro screens and substitute highliner/worldship pics complete - two other highliner pics adapted from other graphics)
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June 12th, 2003, 05:46 PM
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Lieutenant Colonel
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Re: Highliner Mod - 1.04b - PBW Observations & Patch
Absolutely, Neo-Standard compatible, would be the way to go, General Woundwort.
Many of the Ship set Designers are doing an awesome job with the Neo-Standard sets.
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June 13th, 2003, 04:37 PM
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Colonel
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Re: Highliner Mod - 1.04b - PBW Observations & Patch
This sounds like a very creative and ambitious Mod. I look forward to seeing a playable Version of it.
Some interesting limitations, though, in addition to the Cargo and Colonizer ones you have already discovered.
Since Riders are Units they cannot be captured, and cannot use Stellar Manipluation components.
Though I cannot recall the specifics I think there were also certian kinds of Armor that didn't work right for Units, Phased Shields either.
Only Highliners will be able to use Ship Yards, though I think Units can make use of Repair Bays.
Riders will not get repaired. They're either fine or they're gone. For this reason you might want to make them cheaper then their conventional Ship counterparts.
Units do not gain experience, do they?
Also, as Units, I believe your Riders are not going to charge maintainance. Can this be modded?
Can Units cloak?
Can Units sweep Mines?
Can conventional Fighters launch Seekers?
Also some powerfull bonuses.
You can make weapons, huge weapons, that can only shoot Highliners.
Mobile remote mining without maintainance will be a great boon to the dynamics of a Finite game.
Whole fleets (which cannot exactly be fleeted) can be hidden on planets or in Space Stations. Or would you use Satilites as your Space Stations and leave the whole Base hull class out of the game?
One ECM, Sensor, or Relic will benifit a whole Rider stack. These would be Components with fleet-wide benifits on special E-War ships, I suppose. Perhaps you should increase their size so they take up the whole ship.
All-in-all this sounds like it's going to be a great mod. Unique, challenging, a completely different game.
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