|
|
|
 |

March 17th, 2002, 08:44 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Then you should put a warning in the description for those facilities that says that the ability does not currently function.
|

March 20th, 2002, 04:46 PM
|
Major
|
|
Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Station-like Planets
In the research I'm making for the SW map, I found many examples where Space Stations or Orbital Cities (Ithor, Duro, ect.) are as or more important in population and production than the planet they orbit.
What about adding a few new planets with station like pictures (and probably new planet sizes)?
What about other stations such as the B5, Spacedock and the DS9?
IMHO most important sci-fi stations can be better represented like a planet size than like a vehicle size.
To be able to build them we'd just need the ability to build an artificial planet without a star in the center.
|

March 21st, 2002, 06:44 AM
|
Major
|
|
Join Date: Oct 2001
Location: Lansdale, PA
Posts: 1,022
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I like the idea, especially since it would allow us to have populations on the stations rather than just troops and civilians in cryo storage
I imagine they would be pretty small though - though this would make the building of a station more of a long term event, trying to get all the 'bits' in place to be assembled.
|

March 23rd, 2002, 11:45 PM
|
 |
Brigadier General
|
|
Join Date: Dec 2001
Posts: 1,859
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
* Bumpity bump bump *
__________________
A* E* Se++ GdQ $ Fr! C Csc Sf+ Ai- M Mp* S++ Ss- R! Pw Fq Nd Rp+ G++ Mm+ Bb++ Tcp+ L Au
Download Sev Today! --- Download BOB and SOCk today too! --- Thanks to Fyron and Trooper for hosting.
|

March 29th, 2002, 11:40 PM
|
Major
|
|
Join Date: Oct 2001
Location: Lansdale, PA
Posts: 1,022
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Question for all who are working on this:
Working on modding the AI in the B5 mod and running into some problmes. Chiefly they are not putting engines on the ship, and so are not building any ships.
How have you gotten the AI to use the Trek Nacelles and other QN engines that are not the standard Ion-etc. engines? Do you have to keep the family the same for some reason (ie, not change the number)?
Any help would be welcome 
|

March 30th, 2002, 01:21 AM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
IIRC the AI will pick whatever engine gives it the most thrust. Period. In other words, if you have a 100kt engine that gives 4 thrust, the AI will pick it over a 1kt engine that gives 3.
Phoenix-D
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|

April 14th, 2002, 05:19 AM
|
Major
|
|
Join Date: Oct 2001
Location: Lansdale, PA
Posts: 1,022
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Though the various engine sizes were cool and fun for human players, the AI side of things was way too much trouble!
Reactors and Engines are now totally revised and we are now working on the AI to use the Mod specific technology. It seems to be working pretty well so far (AI has actually beaten me in my most recent test, though being hemmed by nebula did not help my early game) and we are hoping to have some racial AIs soon.
The question I have now is, what's the status on the overall X-Over mod?
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|