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  #1  
Old March 26th, 2005, 02:38 AM
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Urendi Maleldil Urendi Maleldil is offline
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Default Re: Pointer Mod

My computer's running fine now and I managed to save the work I'm doing on Pointer Mod 2.0. As far as the PBW game, we're waiting for Ed Kolis's turn.
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  #2  
Old March 26th, 2005, 05:33 PM

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Default Re: Pointer Mod

Sounds good to me.

By the way the cryslonite AI seems to pretty well building facilities, colonizing, and making attack ships. All AI races seem to need a little help with building Carriers better(they don't put any cargo bays in).

Hyperdrives don't seem to work at all. Although, the jump drives are great. I like the many choices of engine you make available. In each speed range you can choose from cheaper drives that are just good for propulsion to higher end drives that give bonus movement or shields...I'm a big fan of the gravity well drives.

One of the silly things that the AI does is put Prefabricated Fortifications on somee of their ships. I know that's a troop component, but somehow they do that.

Glad to hear your machine works!

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  #3  
Old March 27th, 2005, 06:53 PM
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Urendi Maleldil Urendi Maleldil is offline
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Default Re: Pointer Mod

Yeah. I have no idea why the AI does that. If I could figure it out, maybe I can use the same effect in the Cheaters AI I'm working on.
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Old March 27th, 2005, 07:26 PM
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Default Re: Pointer Mod

When there's extra space on a ship design that can't be filled by the majority component - the best armor per kT (that fits, troop or whatever) is put on to fill the leftover space.
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Old March 28th, 2005, 04:22 PM
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Urendi Maleldil Urendi Maleldil is offline
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Default Re: Pointer Mod

Ahh, So the game does calculate the best armor as a size/strength ratio.
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