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August 14th, 2001, 01:58 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
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Re: Ultimate Vehicle Size
quote: SJ,
How do get the AI to use your Capital Ship Engines only on Capital Ships (assuming that is what there are designed for). I can understand that the larger ships will use them if they are the best available, but how you prevent a 250Kt size ship from using it.
That's a good point.
I've been thinking about how to get P&N AIs to use some of the powerful armor, and this is what I've got:
-Give your normal engines a "mineral resource generation" ability, and give the Capital engines an organics generation ability.
-Those particular abilities don't have any effect on ships, but you can call for them in your shipdesigns.txt!
Thus, you can have the larger ship designs use a single Capital engine and then add on regular engines to suit.
Or, alternatively, you could make the Capital engines a exact scale copy of the normals, and have the AI not use capitals via the above method.
__________________
Things you want:
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August 14th, 2001, 02:09 AM
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Sergeant
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Join Date: Apr 2001
Location: London, UK
Posts: 289
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Re: Ultimate Vehicle Size
SJ: 'Obsolete' refers to the fact that you can set certain directories to not show in the mod launcher. For example if you had a development Version of the mod you didn't want to show, or if the mod launcher had identified a directory that wasn't really a mod.
It's a convenience field for the auto-detection and filtering system.
Most people should (unless they are evil) set Obsolete to False
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The Unofficial Space Empires 4 Mod Utility V1.7 (Revision 3)
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Download as a .ZIP < HERE>
Download as a .RAR < HERE>
Download as a .ACE < HERE>
Check a Screenshot of it< HERE>
Check an Alpha Shot of my Mod Editor (Unreleased) < HERE>
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The Unofficial Space Empires 4 Mod Utility V2.26
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Download as a .ZIP -( HERE)-
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December 9th, 2001, 01:42 AM
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Major
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Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
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Re: Ultimate Vehicle Size
As I promised in the Non Standard Hull thread, and thanks to my brother insistence I've resurrected this mod.
I revised it, made it compatible with the Neo-Standard pic set, and included patched AI.
http://se4kdy.cyberwars.com/files/
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December 9th, 2001, 05:11 AM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
Thanks: 13
Thanked 9 Times in 8 Posts
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Re: Ultimate Vehicle Size
quote: You are the first mod (to my knowledge) to include a properly working Modinfo.txt
The latest Version (1.2) of my Hypermaze mod works with your launcher, too.
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Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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December 9th, 2001, 06:00 AM
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Major
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Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
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Re: Ultimate Vehicle Size
Hey that's an old comment.
Most mods now work with the laucher, that now with gold will become a standard part of space empires.
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December 9th, 2001, 06:52 PM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
Thanks: 13
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Re: Ultimate Vehicle Size
D'oh! I saw Andrés' comment bump the thread, but didn't even notice the date on the older Posts.
__________________
Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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December 12th, 2001, 05:25 AM
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Major
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Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
Thanks: 0
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Re: Ultimate Vehicle Size
Does anybody here play or have played with this mod? Or are my brothers the only exeption?
If so I shouldn't have bothererd to post it since both of them play in MY computer.
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