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  #11  
Old June 17th, 2002, 08:31 PM

MKSheppard MKSheppard is offline
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Default Re: Great Naval Battles v 1.0 released!

Quote:
Originally posted by dogscoff:

-You might want to wait for the next game patch before doing any more modding
<snip>
I might, but I've seen that it won't change
that much, except allowing mounts to be researched,
allowing me to recreate in greater fidelity
the weapons race from 1900 to 1945 resulting
in ever larger calibre weapons......

The old 14 inch guns of WWI had less range and power than the "new" 14 inch guns of WWII...etc
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  #12  
Old June 18th, 2002, 09:40 AM

MKSheppard MKSheppard is offline
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Default Re: Great Naval Battles v 1.0 released!

Great Naval Battles For Space Empires IV Gold

Patch 1.01 Release!

GNB Patch 1.01
(1.56 MB in size - future patches will only be 100k)

Fixed Components.txt File
(32 KB ZIP)

(original 1.01 patch made bases unusable due to
errors in life support/crew quarter component
data fields)

*************************

First of all, I'd like to apologize to all of you for
releasing GNB in such an unfinished form...but I had to
do it to light a fire under my *** to get me to WORK WORK
WORK, and FINISH FINISH it after a year's worth of
fiddling around.

This Version should work. As before, send all
comments/complaints/ideas to rrc3813@yahoo.com

Seven AI races are now used in this. Don't expect
anything TOO bright from them, as they pretty
much research and design ships in the same
way....

John Beech's Ship Set: "Neo-Canadians" is supported
now in GNB, and is included in the patch, mostly
because I'm 50% Canadian Anecestry .

The minor changes to it are:
-Fixing the Canadian Flag to be cleaner.
-Changing the Ruler's name and title to
one of my canadian friends.
-Changing the AI so it works with GNB.

Weapons platforms are still pretty much useless,
as I have a LOT of work to do on them still,
mostly involving the tedious work of copying
the component data for everything and making
duplicates of them using the WeapPlatform tag.

But everything else has been fiXored, and lots
of new stuff is included, and it's all been
playtested somewhat by me.

I've split the Ship Yards into three different
areas:

Deepdock (component for bases - Fastest shipyard due to zero G assembly line)
Planetary Yard (facility for colonies - 2nd fastest due to sheer size)
Mobile Ship Yard (component for ships - slowest due to fact it has to
fit on a moving ship)

INSTRUCTIONS:

Download the patch.
Go into your /GNB_Mod directory and delete the following folders:
AI
DSGNNAME

Then Go into the PICTURES directory and delete the RACES folder.

Unzip the 1.01 Patch into the GNB_Mod Directory using the folder
option of Winzip, and PLAY!

[ June 18, 2002, 10:15: Message edited by: MKSheppard ]
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  #13  
Old June 18th, 2002, 08:04 PM

Taz-in-Space Taz-in-Space is offline
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Default Re: Great Naval Battles v 1.0 released!

In reply to a comment from dogscoff:
Quote:
There's nothing to stop you changing *all* the graphics to a naval theme, IE seascape instead of stars in the background, islands / ports instead of planets. You might have to manually create your own maps for it to make sense. You could. Not sure how you'd justify warp points, either...
you could just 'rename' warp points as whirlpools they kinda look like whirlpools already

[ June 18, 2002, 19:06: Message edited by: Taz-in-Space ]
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  #14  
Old June 19th, 2002, 01:34 AM

MKSheppard MKSheppard is offline
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Default Re: Great Naval Battles v 1.0 released!

Quote:
Originally posted by Taz-in-Space:
In reply to a comment from dogscoff:
quote:
There's nothing to stop you changing *all* the graphics to a naval theme, IE seascape instead of stars in the background, islands / ports instead of planets. You might have to manually create your own maps for it to make sense. You could. Not sure how you'd justify warp points, either...
you could just 'rename' warp points as whirlpools they kinda look like whirlpools already
Now there's an idea for whoever makes the Space
Vikings race set!!!!
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  #15  
Old June 23rd, 2002, 01:41 AM

MKSheppard MKSheppard is offline
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Default Re: Great Naval Battles v 1.0 released!

UPDATE ON 1.02

There are 12 working AIs now. Right now, I am
not going to release 1.02 until I game it over
and over and over and over, to get it "right",
because the Last two releases of GNB (1.0 and 1.01)
weren't exactly high calibre with regards to
playability in non PBEM modes.

PS - The Weapons Platforms have been fixed, and
now have all their weapons.

PPS - The Patch from 1.01 to 1.02 will be about
3MB, due to the fact that I want to include 6
user created ship sets, which I really like
(and fit the theme of GNB, being realistic
ship designs).

[ June 22, 2002, 12:53: Message edited by: MKSheppard ]
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