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  #281  
Old March 17th, 2002, 01:28 AM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

I’m uploading updated files right now.

Imperator Fyron,
The 7 abilities in every entry is because of the XLS I use for editing. If at least 1 facility has a 7th ability, I need to add a column for it and add the lines in to every entry.
If you look at components.txt, you’ll find that each component has the lines for 3 tech req, 6 abilities, and all weapon lines in non-weapon components.
The game doesn’t have problems with that, and the only effect will be usage of a little more HD space (BTW those repeated lines can be compressed more, and are only slightly larger when zipped). If needed I could take the time to replace those redundant lines, but it takes some time and benefits of doing that are minimal.

The repeated abilities bug seems to be related with some format error in the XLS. It is completely harmless since abilities number in all facilities is correct, and a 2nd ability in a facility that is supposed to have only 1 will be ignored.
I revised the files to clean those errors.

BTW, I think I copied that from your files, Imperator Fyron, but Industrial Replicators have number of ablilites:=1 but have 7 listed abilities, that means the game will ignore Last 6. Should I correct that?

Thanks for pointing the error in the “Spec-Ops System HQs” I was playing with values and forgot to update the descriptions.

Planet - Change Ground Defense
It doesn’t work? I didn’t know that. SJ can you confirm?
That facility was made by Bearclaw, I’ll tell him by email.


Suicide Junkie,
Actually that beam pic was copied from an old Version of the B5 mod and I didn’t touch or use and of them. Just ignore that file, I’ll replace it with Last imagemod.

I’ve corrected the facility and comp pictures and related data files that called those pics.
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  #282  
Old March 17th, 2002, 01:37 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

quote:
I’ve corrected the facility and comp pictures and related data files that called those pics.
That would explain the internal error message.

I just need to confirm the credits.
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  #283  
Old March 17th, 2002, 05:33 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Andrés:
About the extra lines, I guess it really doesn't matter that much.

quote:
BTW, I think I copied that from your files, Imperator Fyron, but Industrial Replicators have number of ablilites:=1 but have 7 listed abilities, that means the game will ignore Last 6. Should I correct that?

Yes.

quote:
Planet - Change Ground Defense
It doesn’t work? I didn’t know that. SJ can you confirm?
That facility was made by Bearclaw, I’ll tell him by email.

I didn't say it wouldn't work. I meant I am not sure if it will work or not. Somebody should test it first before you go and remove it. I think I'll set up a test game to see if it works or not.
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  #284  
Old March 17th, 2002, 06:14 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Ok, I just finished my test. "Planet - Change Ground Defense" definitely does not do anything.

--------------------------------------------------

Scenario 1


Attacker: 450 Large Troops

Defender: 72 LT + 240 Militia


Results

Test 1:
Attacker: 387 LT survive
Defender: 0
Rounds: 3

Test 2:
Attacker: 384 LT
Defender: 0
Rounds: 3

Test 3:
Attacker: 384 LT
Defender: 0
Rounds: 3


--------------------------------------------------

Scenario 2


Attacker: 450 LT

Defender: 72 LT + 240 Militia, Ground Base (+500% ground defense)

Test 1:
Attacker: 383 LT
Defender: 0
Rounds: 3

Test 2:
Attacker: 384 LT
Defender: 0
Rounds: 3

Test 3:
Attacker: 384 LT
Defender: 0
Rounds: 3
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  #285  
Old March 17th, 2002, 05:14 PM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

If it doesn't work does not mean I have to remove it, it could be corrected sometime, just don't count on it as the primary function of the facility.
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  #286  
Old March 17th, 2002, 08:44 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Then you should put a warning in the description for those facilities that says that the ability does not currently function.
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  #287  
Old March 20th, 2002, 04:46 PM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Station-like Planets
In the research I'm making for the SW map, I found many examples where Space Stations or Orbital Cities (Ithor, Duro, ect.) are as or more important in population and production than the planet they orbit.

What about adding a few new planets with station like pictures (and probably new planet sizes)?

What about other stations such as the B5, Spacedock and the DS9?
IMHO most important sci-fi stations can be better represented like a planet size than like a vehicle size.

To be able to build them we'd just need the ability to build an artificial planet without a star in the center.
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  #288  
Old March 21st, 2002, 06:44 AM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

I like the idea, especially since it would allow us to have populations on the stations rather than just troops and civilians in cryo storage

I imagine they would be pretty small though - though this would make the building of a station more of a long term event, trying to get all the 'bits' in place to be assembled.
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  #289  
Old March 23rd, 2002, 11:45 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

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  #290  
Old March 29th, 2002, 11:40 PM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Question for all who are working on this:

Working on modding the AI in the B5 mod and running into some problmes. Chiefly they are not putting engines on the ship, and so are not building any ships.

How have you gotten the AI to use the Trek Nacelles and other QN engines that are not the standard Ion-etc. engines? Do you have to keep the family the same for some reason (ie, not change the number)?

Any help would be welcome
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