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  #1  
Old February 1st, 2005, 09:45 AM

ironman ironman is offline
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Default 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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  #2  
Old February 1st, 2005, 02:35 PM
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Fyron Fyron is offline
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Default 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
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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Old February 1st, 2005, 04:32 PM

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Default Re: Pointer Mod

well we ARE dealing with Microsoft here [img]/threads/images/Graemlins/WinLogo.gif[/img]
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Old February 1st, 2005, 07:04 PM

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Default 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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Old February 11th, 2005, 08:34 PM
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Urendi Maleldil Urendi Maleldil is offline
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Default 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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