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March 11th, 2004, 08:31 PM
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First Lieutenant
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Join Date: Feb 2004
Location: The Netherlands
Posts: 739
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Yes I know, But I was very happy Last october ,When pbw was down for weeks (the most terrible weeks of my life), that there was still an alternative  so I played some PBEM games in that period.
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March 13th, 2004, 02:23 AM
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Corporal
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Join Date: Nov 2003
Posts: 73
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I think the AI should be high on the to do list. It is hard to find PBW games and I would love to be able to practice against something that fights back.
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March 13th, 2004, 04:44 AM
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Major
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Join Date: Apr 2001
Location: Rosario, Argentina
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Actually AIs will fight you back quite effectively the way the game now.
AI's must use the "Standard SE4" racial trait, and use their original AI without problems. They will (or at least they should) pick it when randomly added, and of course you should do it manually if you add them that way.
Of course that having AI that uses starwarish techs would be nice, but my priority right now is finishing all techs to get something more or less playable so we can multiplay.
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March 14th, 2004, 06:30 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: Star Wars Mod - II (Sci-Fi Xover Mod)
OK I just uploaded this:
http://kdy.spaceempires.net/starwars-ii.rar
Help me check if I overlooked any major problem.
If everything looks OK, I'll ask Geo to install it on PBW so we can try it.
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March 14th, 2004, 08:39 AM
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Corporal
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Join Date: Nov 2003
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Maybe you wanted it to be like this but I can still build a few standard SEIV components when I use SW Tech. When using the SW tech you can still build: Cargo Bay, Mine Sweepers, Phased Polaron Beam, Ripper Beam, Incinerator Beam, Wave Motion Gun, Gravitic Sensors, Solar Sails, Solar Collectors, and Null Space Projectors.
Is this intentional, or did you leave them in by accident? Looking at the components.txt file it would seem that you did not make it a requirement to have standard SEIV tech to build these comps.
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March 14th, 2004, 10:54 AM
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First Lieutenant
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Join Date: Feb 2004
Location: The Netherlands
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
You are right JayB, noticed that also.
But again, I think to play it with a few, say 5 people, is the best way to get the bugs and errors out of this mod.
So Andres, it's up to you now. Upload it to pbw and let's play and get your mod up and running.
Intimidator
BTW. one point: every time you use the hyperdrive you have to activet it but isn't possible in fleets, you must activate the hyperdrive one by one.
Am I correct? and if so can't that be changed ?
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March 14th, 2004, 01:31 PM
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Private
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Join Date: Apr 2003
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Quote:
Originally posted by Intimidator:
BTW. one point: every time you use the hyperdrive you have to activet it but isn't possible in fleets, you must activate the hyperdrive one by one.
Am I correct? and if so can't that be changed ?
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Yep. Its a limitation of the SE4 program itself. The hyperdrive component uses the emergancy movement ability with all the same limitations placed on it.
That is also why the Hyperdrive Motivator is a 0 construction rate shipyard component.
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