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January 20th, 2005, 04:02 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
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Re: Pointer Mod
I studied the PBW FAQ a little more. I think I understand now. I'll set up the game as soon as the admins instal The Pointer Mod onto the PBW system.
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January 21st, 2005, 06:19 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
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Re: Pointer Mod
I've just opened a new game at PBW called "The Pointer Mod game."
Please join and enjoy the mod. The game is open to everybody.
http://seiv.pbw.cc/
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January 24th, 2005, 02:50 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
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Re: Pointer Mod
Three spots left for those who want to get in on this game.
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January 27th, 2005, 06:37 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
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Re: Pointer Mod
Pointer Mod v1.1 released. Fixed a few bugs, balanced a few things, got rid of a few loose ends. Don't forget to sign up for The Pointer Mod PBW game. We're starting Friday (tomorrow).
1/26/05
increased resouce generation for standard resource facilities
removed Space Port II-V
added Supply Generation and Spaceport abilities to later City, Organic City, Crystal City, Arcology, Orbital Tower and Orbital Ring facilities
removed Quantum Reactor I-III (same as Hyperspace Tap)
1/25/05
increased range of Seeker Decoy
increased reload rate of Counter Missile
reduced supply usage of all weapons
now only troop components available for troops
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January 28th, 2005, 07:21 AM
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Private
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Join Date: Jan 2005
Posts: 26
Thanks: 0
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Re: Pointer Mod
I'm checking the mod out in singleplayer right now. The only bug I've found is this: When in the build queue for a planet I right click on Commercial Mineral Storage I, I receive a stream error and it displays no information.
One positive thing I can say is that you've made organics and radioactives more important, which I think is a good thing.
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January 28th, 2005, 10:31 AM
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Private
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Join Date: Dec 2004
Location: Kingston, ON
Posts: 25
Thanks: 0
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Re: Pointer Mod
The facilities pics "Images 601 to 655
- Images extracted from Galactic Civilizations (© 2002, Stardock) and compiled for use in Space Empires IV by Imperator Fyron" NEED to be redone to standard  BMP's
I redid mine with Irfanview [img]/threads/images/Graemlins/icon29.gif[/img] and now work fine 
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January 28th, 2005, 04:47 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
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Re: Pointer Mod
I ran into that problem too. I just opened the images in Photoshop and re-saved them as .bmp files
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February 1st, 2005, 05:49 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
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Re: Pointer Mod
Quote:
ironman said:
The facilities pics "Images 601 to 655
- Images extracted from Galactic Civilizations (© 2002, Stardock) and compiled for use in Space Empires IV by Imperator Fyron" NEED to be redone to standard BMP's
I redid mine with Irfanview [img]/threads/images/Graemlins/icon29.gif[/img] and now work fine
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They work just fine for me... What OS are you running?
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February 19th, 2005, 08:54 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
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Re: Pointer Mod
Latest progress on v1.2
2/18/05
Abbidon, Amon'krie, Terran and Cryslonite AI now works
increased supply storage for reactors
added tech requirement to High Energy Magnifier
fixed Navigational Shield maintenance reduction
normal missiles now have a standard refire rate of 6
normal torpedos now have a standard refire rate of 5
2/17/05
increased damage of Laser
reduced size of Rotating Gravity Module
default AI now wickeder than ever before!
Railguns now target Fighters and Drones
2/6/05
reduced size of Chemical Booster
changed family number of Commercial Radioactives Warehouse
reduced zero gravity penalty for 100kt Transport
2/1/05
added Supply Storage ability to Tactical Fighters and Tactical Drones (they now work as advertised)
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February 28th, 2005, 07:00 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
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Re: Pointer Mod
Pointer Mod v1.2 released. Some of the AI works. It will keep you busy, but it's not going to crush you.
The next version will be 2.0 and contain a new tech tree that's easier to use and AI_research.txt friendly.
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