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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
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Thanked 12 Times in 10 Posts
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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 1st, 2005, 09:45 AM
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Private
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Join Date: Dec 2004
Location: Kingston, ON
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Re: Pointer Mod
win xp pro with 512 mem and 40 gig hd it's a p3 duron chipset ati 32 mg video card
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February 1st, 2005, 02:35 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Pointer Mod
Quote:
ironman said:
win xp pro with 512 mem and 40 gig hd it's a p3 duron chipset ati 32 mg video card
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Now that is really weird... There have been problems with BMPs created in MS Paint under win2k or winXP not working in SE4 in win98, but I've never heard of them not working in winXP. I could have sworn SE4 was able to load these images before... There is something terribly buggy in how SE4 reads image files.
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February 1st, 2005, 04:32 PM
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Private
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Join Date: Dec 2004
Location: Kingston, ON
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Re: Pointer Mod
well we ARE dealing with Microsoft here [img]/threads/images/Graemlins/WinLogo.gif[/img] 
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February 1st, 2005, 07:04 PM
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Private
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Join Date: Jan 2005
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Re: Pointer Mod
Urendi
I just wanted to say this a great mod, and it's gotten me motivated to dig through the data files and to learn the nuts and bolts of the different files.
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February 11th, 2005, 08:34 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
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Re: Pointer Mod
I'm working on the AI again. The most troublesome has to be the DesignCreation.txt.
1. The Required Ability seems to work for some ship types and not for others. I have two required abilities. The second one is Supply Storage. It works on attack ships. Designs add engines, then one weapon (req 1), then the supply storage (req 2)component, then the rest of the components as normal. But the transports seem to add the engines, then five Cargo Bays (req 1) before adding the supply component. This leaves smaller ships without a supply storage component. How does this field actually work?
2. Prefabricated Fortifications (PF), a troop-only component is showing up on Ship and Base designs. It has a unique family number and so it shouldn't be an accidental upgrade. For some reason the AI designs a ship without the PFs and in later turns it will design an identical ship with a whole bunch of PFs tacked onto the end (they're small components). Is there something I can do to prevent the AI from doing this?
3. The AI will have perfectly useable ships and plenty of unexplored warp points, but all the non-colony ships will just sit there. I ran a test game and the AI didn't seem interested in the other warp points until about turn 42. What could keep the AI from exploring?
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