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  #21  
Old July 16th, 2004, 05:52 PM
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Default Re: Dark Nova Mod READY to Play!!

First errors:

Mass Displacer I-VIII: description is too long, so you can't see the abilities descriptions.
------------------------------------------------
2nd: Escort Shield Mount
Long Name := Escort Shield Mount
...
Weapon Type Requirement := Direct Fire
it should be: Weapon Type Requirement := None
Comp Family Requirement := 11

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

Further notes: Homeworld resource extraction facilities will be a big problem for AI: it will attempt to biuld them everywhere and fall into stagnation (because of high cost of these facilities).
Implementation of Cultural Center-like facilties for HW requires using dummy abilities or AI Tags.

[ July 16, 2004, 17:34: Message edited by: aiken ]
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  #22  
Old July 16th, 2004, 07:02 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Dark Nova Mod READY to Play!!

Quote:
Originally posted by bearclaw:

Get it here
http://seiv.pbw.cc/Download/filelib/1025/DN4.zip
Not Found (404)
Original request: /Download/filelib/1025/DN4.zip

Not found request: /Download/filelib/1025/DN4.zip

I also tried variations of the address. Is this a "must be logged in to get files" thing?
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  #23  
Old July 16th, 2004, 08:02 PM
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Aiken Aiken is offline
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Default Re: Dark Nova Mod READY to Play!!

Yes, Gandalf, you must be logged to gain access to pbw file library.

If you're interested with DN4 events file I can send it to you via e-mail.

Reply me to PM if you do need it.
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  #24  
Old July 16th, 2004, 10:01 PM

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Default Re: Dark Nova Mod READY to Play!!

Quote:
Originally posted by aiken:
First errors:

Mass Displacer I-VIII: description is too long, so you can't see the abilities descriptions.
------------------------------------------------
2nd: Escort Shield Mount
Long Name := Escort Shield Mount
...
Weapon Type Requirement := Direct Fire
it should be: Weapon Type Requirement := None
Comp Family Requirement := 11
Alright. Easy enough to fix that. Thanks.

-----------------------------------------------
Quote:

Further notes: Homeworld resource extraction facilities will be a big problem for AI: it will attempt to biuld them everywhere and fall into stagnation (because of high cost of these facilities).
Implementation of Cultural Center-like facilties for HW requires using dummy abilities or AI Tags.
Yeah, I wanted to make some sort of change to these anyway so that they don't display with the regular facilites. What will be easiest to impliment for AI? Would it be better to have AI tags on the normal facilities, or on the Homeworld facilites?
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  #25  
Old July 16th, 2004, 11:34 PM
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Aiken Aiken is offline
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Default Re: Dark Nova Mod READY to Play!!

Quote:
Originally posted by bearclaw:
quote:

Further notes: Homeworld resource extraction facilities will be a big problem for AI: it will attempt to biuld them everywhere and fall into stagnation (because of high cost of these facilities).
Implementation of Cultural Center-like facilties for HW requires using dummy abilities or AI Tags.
Yeah, I wanted to make some sort of change to these anyway so that they don't display with the regular facilites. What will be easiest to impliment for AI? Would it be better to have AI tags on the normal facilities, or on the Homeworld facilites?
Give AI tags to common resource extraction and research facilities. It will require 4 AI tags. Then you can use Resource Generation - Min/Org/Rad ability for Homeworld facilities and AI Tags for common facilities in AI_Construction_Facilities.

Also, DN4 introduces different from vanilla game scheme for cloaking and sensors. But AI is completely unaware how to use it. It only uses Sensor Level and Cloak Level abilities and it doesn't care if they are Temporal, Psychic or whatever. If you leave it as is, it will lead to cheezy AI exploits: developed AI will stick with Gravitic Sensors, and if player will use Temporal Cloaking he will be invisible to AI. *Always*
Right?
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  #26  
Old July 16th, 2004, 11:52 PM
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Default Re: Dark Nova Mod READY to Play!!

More complains

Hyper Optics comp breaks whole cloaking idea in you mod. It allows lvl 2 EM Passive scans on lvl 1 comp. But where is no cloacking device which prevent EM Passive scans further than lvl 1. So Hyper Optics I will decloack any cloacking device.

Edit: the Last part of my previous post was not entirely correct, I'll test this out and report about results later.

[ July 16, 2004, 23:10: Message edited by: aiken ]
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  #27  
Old July 17th, 2004, 12:17 AM

bearclaw bearclaw is offline
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Default Re: Dark Nova Mod READY to Play!!

sure there is. Refraction Armor. Not to be confused with Stealth Armor. Refraction armor gives higher levels of cloak at different levels of research.

[ July 16, 2004, 23:19: Message edited by: bearclaw ]
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  #28  
Old July 17th, 2004, 12:46 AM
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Default Re: Dark Nova Mod READY to Play!!

Well, what can I say... I was completely wrong in my latest post too.
Sorry.

[ July 16, 2004, 23:48: Message edited by: aiken ]
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