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  #71  
Old June 24th, 2003, 07:13 PM
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Default Re: Highliner Mod - 1.04b - PBW Observations & Patch

Quote:
Originally posted by General Woundwort:
quote:
Originally posted by Imperator Fyron:
I am 90% certain that none of them work on units.
You're probably right. I'll more than likely trim them from the Unit tech tree completely next iteration. But wait... don't some of the racial tech traits have special unit armor?
None of them do. The only special armor for fighters/troops is Small Emissive Armor, but I do not think it actually has the emissive ability, or that it works. It just has more hp/kT than standard armor.
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  #72  
Old June 25th, 2003, 01:45 AM
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Default Re: Highliner Mod - 1.04b - PBW Observations & Patch

Quote:
Originally posted by Imperator Fyron:
None of them do. The only special armor for fighters/troops is Small Emissive Armor, but I do not think it actually has the emissive ability, or that it works. It just has more hp/kT than standard armor.
It *does* have the emissive ability listed in its component entry. If it doesn't work, it should have been "patched" out of existence...

Well, now I know what to do for 1.02 then. (Trudges off grumbling to the datafile saltmines...)

[ June 25, 2003, 00:46: Message edited by: General Woundwort ]
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  #73  
Old June 25th, 2003, 02:50 AM
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Default Re: Highliner Mod - 1.04b - PBW Observations & Patch

Well, once the grunt work of the mod is done, it's heartwarming to see how quickly fixes and patches can be done.

I've removed (grumble, grumble) units' special shields and armor from 1.02. I've also done some other fixes, some to the AI files, and some just for cosmetic purposes.

Now, I have a question for you veteran modders out there. My next project is running a large batch of large games (8-10 AI's each) to see which of my AIs have adapted to the new environment the best. I will use this data to tweak the other AIs. My question for you vets is, should I wait until I get my AIs whipped into shape and then do a major re-release, or just do incremental releases as changes come in (like 1.02 as it stands now)?

[ June 25, 2003, 01:51: Message edited by: General Woundwort ]
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  #74  
Old June 25th, 2003, 10:58 AM
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Default Re: Highliner Mod - 1.04b - PBW Observations & Patch

umpbay

Quote:
Originally posted by General Woundwort:
Now, I have a question for you veteran modders out there. My next project is running a large batch of large games (8-10 AI's each) to see which of my AIs have adapted to the new environment the best. I will use this data to tweak the other AIs. My question for you vets is, should I wait until I get my AIs whipped into shape and then do a major re-release, or just do incremental releases as changes come in (like 1.02 as it stands now)?
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  #75  
Old June 25th, 2003, 07:51 PM
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Default Re: Highliner Mod - 1.04b - PBW Observations & Patch

That is a matter of style, really. There is no right or wrong way to go about it.
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  #76  
Old June 28th, 2003, 01:34 AM
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Default Re: Highliner Mod - 1.04b - PBW Observations & Patch

HIGHLINER MOD VERSION 1.02

This mod makes major changes to the ship construction and colonization mechanics of the game. See the Readme below for the basic information on the background, requirements to run this mod, and more...

Readme 1.02

Mod release 1.02 History:
- TechArea file - Stellar Harnessing reduced from 6 to 3 levels (no components exist for levels 4-6)
- Fixed bug in Research datafiles in Neutral Empires (Tech Area Min % Organics Extraction - entry missing)
- Components file: special weapons and armor for units removed; some weapon techs renamed for consistency; and some inconsistenciesin Roman Numeral/Family Groups for some Rider Weapons and Facilities resolved

If you have any suggestions, complaints, comments or kudos, please post them in the Highliner Mod thread in the SEIV Forums here.

Download Highliner Mod 1.02 now!

======================================

Note that this also marks the debut of Efrafa Sector, the homepage for the Highliner Mod and more...

http://galileo.spaceports.com/~woundwrt/index.html
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  #77  
Old June 29th, 2003, 04:56 AM
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Default Re: Highliner Mod - 1.04b - PBW Observations & Patch

Sorry, one Last patch (1.03) to update the Mod. This is just three datafiles that were changed, and the updated readme.

Highliner Mod Patch 1.03

[ June 30, 2003, 00:29: Message edited by: General Woundwort ]
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  #78  
Old July 2nd, 2003, 12:43 AM
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Default Re: Highliner Mod - 1.04b - PBW Observations & Patch

Edit: Request: Could you make a different Version of the mod for people who doesn't want to overwrite the original Se4?

[ July 01, 2003, 23:45: Message edited by: TerranC ]
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  #79  
Old July 2nd, 2003, 12:52 AM
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Default Re: Highliner Mod - 1.04b - PBW Observations & Patch

Quote:
Originally posted by TerranC:
Edit: Request: Could you make a different Version of the mod for people who doesn't want to overwrite the original Se4?
You mean a mod Version for pre-Gold?

(gulp)

I, uh, hadn't thought of that. Lately, I've been focused on whipping the current Version into shape for a PBW run. I'll have to go back and do a dry run with pre-Gold files to see if there's anything that would mess up the mod.
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  #80  
Old July 2nd, 2003, 01:15 AM
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Default Re: Highliner Mod - 1.04b - PBW Observations & Patch

Quote:
Originally posted by General Woundwort:
quote:
Originally posted by TerranC:
Edit: Request: Could you make a different Version of the mod for people who doesn't want to overwrite the original Se4?
You mean a mod Version for pre-Gold?

(gulp)

I, uh, hadn't thought of that. Lately, I've been focused on whipping the current Version into shape for a PBW run. I'll have to go back and do a dry run with pre-Gold files to see if there's anything that would mess up the mod.

Umm, No, that's not what I meant.
I meant, is it possible for you to create a zip file with everything in it so that people could play the Highliner Mod without having to overwrite their se4 gold files.
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