|
|
|
 |

June 23rd, 2003, 11:49 PM
|
Corporal
|
|
Join Date: Apr 2003
Location: Arklahoma
Posts: 87
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Highliner Mod - 1.04b - PBW Observations & Patch
I would very much like to try this mod, but my problem is this (and I searched the forums for an answer but to no avail): How do you combine Mods? I have tried before but had no luck. Maybe a step-by-step answer could be posted to the FAQ as combining mods seems to be a fairly common thing.
Thanks,
Mathias Ice
__________________
No poor bastard ever won a war by dying for his country. He won it by making other bastards die for their country.
George S. Patton
|

June 24th, 2003, 12:25 AM
|
 |
Lieutenant Colonel
|
|
Join Date: Nov 2001
Location: Virginia
Posts: 1,311
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Highliner Mod - 1.04b - PBW Observations & Patch
Quote:
Originally posted by Mathias_Ice:
I would very much like to try this mod, but my problem is this (and I searched the forums for an answer but to no avail): How do you combine Mods? I have tried before but had no luck. Maybe a step-by-step answer could be posted to the FAQ as combining mods seems to be a fairly common thing.
Thanks,
Mathias Ice
|
I assume you're talking about the Image and Neo-standard Mods I reference, right?
If so, no problem. These "mods" are just large Groups of new images for components, facilities, ships, etc. My mod is entirely datafiles (the only images I include that overwrite existing ones are the intro screens; my extra ship images load into a separate folder). It shouldn't even matter what order you load them in. Just 1) load SEIV off the disc into a new folder; 2) update it to 1.84; then 3) load the Image modpacks, the Neo-Standard ship pack, and my Mod in whatever order. You should then be good to go.
Combining my mod with other mods with major data changes (Proportions, AIC, etc.) is not possible - but that goes for trying to combine any mods of this type. You'd have to go through the data files for *both* mods and reconcile the differences, tweak the AIs to handle them, ad infinitum ad nauseam - and then you'd have a third (and entirely different) mod (not to mention questions about infringement of intellectual property).
EDIT - Clarified loading instructions
[ June 24, 2003, 01:42: Message edited by: General Woundwort ]
|

June 24th, 2003, 01:04 AM
|
 |
Corporal
|
|
Join Date: May 2003
Location: SF Bay Area, CA
Posts: 145
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Highliner Mod - 1.04b - PBW Observations & Patch
Quote:
Originally posted by Loser:
Another thought. While Shield-skipping weapons could still destroy all the Hit Points of a Unit, I don't think Armor-skipping weapons could. Since the Armor-skipping weapon does not hit Armor it will never destroy the whole Unit.
|
Armor skipping weapons go back and hit armor once everything else is gone on ships. Don't know about units though.
[ June 24, 2003, 00:15: Message edited by: cybersol ]
|

June 24th, 2003, 01:40 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Highliner Mod - 1.04b - PBW Observations & Patch
Units do not have an "armor" layer. Armor components on a unit simply add to the HP total, nothing more. Armor skipping weapons do not skip armor on a unit, as there is no "armor" to skip. 
|

June 24th, 2003, 02:27 AM
|
 |
Lieutenant Colonel
|
|
Join Date: Nov 2001
Location: Virginia
Posts: 1,311
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Highliner Mod - 1.04b - PBW Observations & Patch
Quote:
Originally posted by Imperator Fyron:
Units do not have an "armor" layer. Armor components on a unit simply add to the HP total, nothing more. Armor skipping weapons do not skip armor on a unit, as there is no "armor" to skip.
|
So regenerating armor on a unit would essentially be "regenerating HPs", at least for the HPs contributed by the armor - assuming that it even works in units (which is a dangerous assumption in SEIV as I've found...) 
|

June 24th, 2003, 02:45 AM
|
Colonel
|
|
Join Date: Mar 2002
Location: Colorado
Posts: 1,727
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Highliner Mod - 1.04b - PBW Observations & Patch
How'd that test come out?
|

June 24th, 2003, 03:07 AM
|
 |
Lieutenant Colonel
|
|
Join Date: Nov 2001
Location: Virginia
Posts: 1,311
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Highliner Mod - 1.04b - PBW Observations & Patch
Quote:
Originally posted by Loser:
How'd that test come out?
|
I'm still going through the simulator to find out how/if shield regenerators and special armors work. It's not as easy to track as you might think (even with only 2 Riders designed just for that particular combat scenario).
On the brighter side, one thing I have found out that works in units are planetary bombardment weapons. One Omega Rider (500ktons) armed with 10 Plasma Bomb Vs depopulated a homeworld in one salvo. 
|
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
|
|
|
|
|