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  #11  
Old October 30th, 2002, 04:27 PM
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Default Re: P&N for v1.78?

That would be a bug. The rocket pods are already fighter-sized, and micromounting them ruins 'em.

I guess I'll have to type up a huge restriction list for the fighter mounts
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  #12  
Old November 3rd, 2002, 07:27 AM
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Default Re: P&N for v1.78?

Update on my situation:
I have got a new, new harddrive, and after staying up all night, I've managed to pull off the most important stuff from my old disk.
Had to replace my CPU fan, since it just gave up the ghost, too.

Scandisk is slowly cleaning up the copies I've made... been running for a few hours now...
Some files were crosslinked five ways, it seems.

If all goes well I should be able to restore my c-drive image, and be back in business tomorrow.
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  #13  
Old November 3rd, 2002, 07:32 AM
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Default Re: P&N for v1.78?

SJ, you should include the No AI Mod with future releases of the PBW Versions of P&N. You don't want the AI attempting to play those Versions, so why not kill it at the source?
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  #14  
Old November 3rd, 2002, 07:32 AM

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Default Re: P&N for v1.78?

"That would be a bug. The rocket pods are already fighter-sized, and micromounting them ruins 'em."

Or just up the rocket pod sizd and damage..simpler.

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  #15  
Old November 4th, 2002, 02:42 AM
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Default Re: P&N for v1.78?

All good ideas, you two.

Was it Geo who made the No-AI mod?

PS:
My C: drive has apparently been restored sucessfully, since I am posting this from my machine.
Unfortunately, I didn't quite plan ahead properly, and in restoring my C: drive, I lost access to my D: drive (with almost everything except windows).
So, I can't get at my low-level drive management tools to make my D: drive visible.
I'll have to borrow a rescue disk on Monday.
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  #16  
Old November 4th, 2002, 09:52 AM

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Default Re: P&N for v1.78?

Yes, Geo made that mod.
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  #17  
Old November 6th, 2002, 02:20 AM
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Default Re: P&N for v1.78?

Well, bad news.

All those files I copied were left with their DOS-Version (8 character limit) names, so most of my stuff is pretty much useless without the horrible job of renaming of 40,000 files

I'll have to try and pull them out again...

EDIT
Ah! Finally.
System restored. Now I just have to catch up on sleep

[ November 06, 2002, 01:44: Message edited by: Suicide Junkie ]
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  #18  
Old November 6th, 2002, 05:41 AM
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Default Re: P&N for v1.78?

With my computer repaired, SE4 modding continues!

SJ's ToDo list for P&N PBW:
- large drives!
- ruins & racial crossovers
- Major training facilities are spaceborne.
+ small racial armors. (done)
- Totally redo weapons.
- Gun Nuts -200 kt to mount requirements.
- Redo mines & sweeping system
- Training facilities only on maintenance-bearing bases. Cost scales as max% cubed or so. Max training fairly unlimited, but to double the training, you pay roughly 8x as much in maintenance.

Any other suggestions?

[ November 06, 2002, 03:42: Message edited by: Suicide Junkie ]
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  #19  
Old November 6th, 2002, 05:52 AM
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Default Re: P&N for v1.78?

Formations. Ask Mephisto if you can borrow the Formations file he made for TDM that has a bunch of extra slots in them so that extra ships won't start in completely random places, far from the main battle lines.
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  #20  
Old November 6th, 2002, 10:05 PM
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Default Re: P&N for v1.78?

SJ, you can of course use the formations.txt from the TDM-ModPack.
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