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March 7th, 2004, 08:34 PM
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First Lieutenant
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Join Date: Apr 2002
Location: California
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Re: Stellar Relations Mod v1.50
Quote:
Originally posted by Imperator Fyron:
Not quite. Adamant Mod made use of them the day that the patch was released.
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Yeah, but he wasn't talking about vaporware
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March 7th, 2004, 08:51 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Stellar Relations Mod v1.50
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March 7th, 2004, 10:05 PM
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Sergeant
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Join Date: Jun 2003
Location: Coruscant
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Re: Stellar Relations Mod v1.50
Glad to see your mod is finally released to the public! Thanks for letting me play tester for you I enjoyed the times. Now to see what you have added.
P.S. You must get a PBW game set up some time!
__________________
Good help is so hard to murder these days.
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March 7th, 2004, 11:12 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: Stellar Relations Mod v1.50
Hi Ian..
Yeah don't be afraid we're gonna play it soon, at least a PBEM game.
But first I want the AI up and running and people must actualy download it
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March 8th, 2004, 02:10 AM
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First Lieutenant
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Join Date: Feb 2004
Location: The Netherlands
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Re: Stellar Relations Mod v1.50
Yes, I suposso so.
I was ready with the Mod when patch 4 was released, so I was eager to be the first one with an Patch 4 Mod
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March 8th, 2004, 08:05 PM
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First Lieutenant
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Join Date: Feb 2004
Location: The Netherlands
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Re: Stellar Relations Mod v1.50
As I wrote before I'm still toying with the AI for my mod.
The problem at hand now is : The Base space yard design. The AI designes a nice base only no shipyards but repair components.
Can someone tell me WHY !!!!!!!
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March 8th, 2004, 08:14 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Stellar Relations Mod v1.50
Are you calling for the repair ability or one of the construction abilities?
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March 8th, 2004, 08:24 PM
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First Lieutenant
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Join Date: Feb 2004
Location: The Netherlands
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Re: Stellar Relations Mod v1.50
Here it is, Supposed to be a Shipyard (I've I'm correct) But constructs a base with 2 of the repair crafts (from my mod)
Name := Base Space Yard
Design Type := Base Space Yard
Vehicle Type := Base
Default Strategy := Don't Get Hurt
Size Minimum Tonnage := 10
Size Maximum Tonnage := 5000
Num Must Have At Least 1 Ability := 1
Must Have Ability 1 := Space Yard
Minimum Speed := 0
Desired Speed := 0
Majority Weapon Family Pick 1 := 0
Majority Weapon Family Pick 2 := 0
Majority Weapon Family Pick 3 := 0
Majority Weapon Family Pick 4 := 0
Majority Weapon Family Pick 5 := 0
Secondary Weapon Family Pick 1 := 6
Secondary Weapon Family Pick 2 := 0
Secondary Weapon Family Pick 3 := 0
Secondary Weapon Family Pick 4 := 0
Secondary Weapon Family Pick 5 := 0
Shields Spaces Per One := 300
Armor Spaces Per One := 400
Majority Comp Spaces Per One := 0
Majority Comp Ability := Space Yard
Secondary Comp Spaces Per One := 0
Secondary Comp Ability :=
Num Misc Abilities := 9
Misc Ability 1 Name := Point-Defense
Misc Ability 1 Spaces Per One := 400
Misc Ability 2 Name := Quantum Reactor
Misc Ability 2 Spaces Per One := 10000
Misc Ability 3 Name := Combat To Hit Defense Plus
Misc Ability 3 Spaces Per One := 10000
Misc Ability 4 Name := Combat To Hit Offense Plus
Misc Ability 4 Spaces Per One := 10000
Misc Ability 5 Name := Multiplex Tracking
Misc Ability 5 Spaces Per One := 10000
Misc Ability 6 Name := Shield Regeneration
Misc Ability 6 Spaces Per One := 800
Misc Ability 7 Name := Self-Destruct
Misc Ability 7 Spaces Per One := 10000
Misc Ability 8 Name := Scanner Jammer
Misc Ability 8 Spaces Per One := 10000
Misc Ability 9 Name := Component Repair
Misc Ability 9 Spaces Per One := 250
Beats me,
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March 8th, 2004, 08:30 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Stellar Relations Mod v1.50
The repair craft is added because you are calling for Repair ability at the end, so that is not the problem. Are you certain that the race has a component with the space yard abilities available? Can the space yard component fit on the size of base used?
[ March 08, 2004, 18:32: Message edited by: Imperator Fyron ]
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March 8th, 2004, 10:37 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: Stellar Relations Mod v1.50
Thanks,
You were right, base was to small.
Forgot that the AI are not able to use my 'Common trait' right now.
See ya,
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