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August 1st, 2003, 12:59 AM
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Sergeant
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Join Date: Jan 2003
Location: Southern California
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Re: Small Ships Mod discussion
Pax, you still there? You're not discouraged, are you?
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August 1st, 2003, 01:18 AM
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Second Lieutenant
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Join Date: Jul 2002
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Re: Small Ships Mod discussion
No, not at all. Sorry I didn't get the readme done and a file uploaded ... but a friend JUST closed (a month early) on a new condominium, so I've been helping arrange for the place to be painted and planning some general improvements/repairs at the same time, for the past couple days.
I'll resume working on a good readme, and maybe some more additions/tweaks, tonight; I should be able to get a lot more work done on it this weekend, too.
Meanwhile, I'll go pop a quick-fix Version Online ASAP, with a corrected VehicleSizes.txt (including a Colony Ship hull).
__________________
-- Sean
-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
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August 1st, 2003, 01:34 AM
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Second Lieutenant
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Join Date: Jul 2002
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Re: Small Ships Mod discussion
Upload complete.
My next project is to write a readme, while going back through the components.txt data file to make sure I want to stick with the tweaks I'd done before (as well as rediscover wth they WERE so I can list 'em in the readme, lol).
[ August 01, 2003, 00:35: Message edited by: Pax ]
__________________
-- Sean
-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
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August 1st, 2003, 05:06 AM
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Sergeant
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Join Date: Jan 2003
Location: Southern California
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Re: Small Ships Mod discussion
Quote:
Originally posted by Pax:
No, not at all. Sorry I didn't get the readme done and a file uploaded ... but a friend JUST closed (a month early) on a new condominium, so I've been helping arrange for the place to be painted and planning some general improvements/repairs at the same time, for the past couple days.
I'll resume working on a good readme, and maybe some more additions/tweaks, tonight; I should be able to get a lot more work done on it this weekend, too.
Meanwhile, I'll go pop a quick-fix Version Online ASAP, with a corrected VehicleSizes.txt (including a Colony Ship hull).
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No problem - helping your friend move is definitely more important. I'll check it out and see how it plays.
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August 1st, 2003, 05:19 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Small Ships Mod discussion
I might be interested in joining this game, what are the basic changes made in the data files and to accomplish what?
...and yes, I'm sure I could dig this info up somewhere but I'm going to sleep now and hope to have an answer to read for breakfast.
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August 1st, 2003, 07:05 PM
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Second Lieutenant
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Re: Small Ships Mod discussion
Quote:
Originally posted by Captain Kwok:
I might be interested in joining this game, what are the basic changes made in the data files and to accomplish what?
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This isn't a game, per se; it's a new mod, one that's a spinoff form the idea that spawned the "Attack of the Ankle-Biters" thread.
The changes, so far, are mainly to limit ships to the smaller end of the scale, play with engines-per-move a bit (so that some later hulls are SMALLER, but in return inherently FASTER, than their predecessors), and try out osme of the less-radical changes for weapons which were discussed in the Stock Balance thread.
Not all changes to weapons are properly documented in the data files at present (I believe I forgot to STATE that the Graviton Hellbore skips armor, for example), and I am working on a new Beta 3 Version, complete with a readme documenting the changes (at least in summary format); I hope to have that Version ready for release by the end of this weekend.
__________________
-- Sean
-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
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August 2nd, 2003, 05:10 AM
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Sergeant
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Join Date: Jan 2003
Location: Southern California
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Re: Small Ships Mod discussion
Regardless of what type of planet I start out on, the game keeps giving me Gas Giant Colonization Tech - do you think Aaron hardcoded something to look for Col Tech in Applied Sciences?
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August 2nd, 2003, 05:20 AM
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Second Lieutenant
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Join Date: Jul 2002
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Re: Small Ships Mod discussion
Quote:
Originally posted by atari_eric:
Regardless of what type of planet I start out on, the game keeps giving me Gas Giant Colonization Tech - do you think Aaron hardcoded something to look for Col Tech in Applied Sciences?
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Hmm. That is odd (and thank you for trying lots of things out -- that one I'd've not found myself, for quite a while -- I almost always PLAY gas giant races).
I'll do some testing tomorrow (got to get some sleep soonish), and try and figure that one out.
__________________
-- Sean
-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
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August 2nd, 2003, 05:21 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Small Ships Mod discussion
No. It gives you the technology necessary to be able to build the Last colony module appropriate to your race that is in the components file. If you place multi-type colony modules (such as Gas + Rock) after the normal ones, you will get those instead. But if they are placed before the normal ones, the AI will never be able to use them.
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August 2nd, 2003, 05:47 AM
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Second Lieutenant
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Join Date: Jul 2002
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Re: Small Ships Mod discussion
Quote:
Originally posted by Imperator Fyron:
No. It gives you the technology necessary to be able to build the Last colony module appropriate to your race that is in the components file. If you place multi-type colony modules (such as Gas + Rock) after the normal ones, you will get those instead. But if they are placed before the normal ones, the AI will never be able to use them.
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Hmm. THAT sucks; it means I'll have to choose between the multi-colony module and humans-only play. Damn.
__________________
-- Sean
-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
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