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June 15th, 2003, 10:43 PM
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Lieutenant Colonel
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Re: Highliner Mod - 1.04b - PBW Observations & Patch
The AI changes are coming along faster than anticipated, but there's still a ways to go...
CURRENT STATUS
Data files - 99% completed (pending proofread)
AI/race files - 15% (default AI in work - then conVersion of all 20 races  )
Image files - 100%
EDIT - Also, this marks my official promotion as Sergeant. I actually passed it this morning, but I still had to sew my third stripe on.
[ June 15, 2003, 21:45: Message edited by: General Woundwort ]
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June 16th, 2003, 12:21 AM
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Shrapnel Fanatic
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Re: Highliner Mod - 1.04b - PBW Observations & Patch
Quote:
Isn't that what the "Combat Fighter Group Amount" lines in the Settings and Strageiges files does?
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No. That has to do with how many get launched in a group in combat, not with how many can be in a stack. Also, it gets overridden by the strategy that ships are using, so it is a useless feature (except maybe for planets, but I think there are settings in the AI files so that AIs do not use the line from Settings.txt either...).
Quote:
- Scanner Jammer (in armor)
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Scanner Jammers only work outside of combat, and I don't think you can even click on an individual enemy fighter on the strategic map when they are in a group.
Units do not take damage to components, it is all dead or all alive. So, things like Aux Control are meaningless. They can not lose their "bridge" unless the fighter is destroyed.
[ June 15, 2003, 23:27: Message edited by: Imperator Fyron ]
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June 16th, 2003, 12:57 AM
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Lieutenant Colonel
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Re: Highliner Mod - 1.04b - PBW Observations & Patch
Quote:
Originally posted by Imperator Fyron:
["Combat Fighter Group Amount"] has to do with how many get launched in a group in combat, not with how many can be in a stack. Also, it gets overridden by the strategy that ships are using, so it is a useless feature (except maybe for planets, but I think there are settings in the AI files so that AIs do not use the line from Settings.txt either...).
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Well, combat is gonna be interesting then...
Quote:
Scanner Jammers only work outside of combat, and I don't think you can even click on an individual enemy fighter on the strategic map when they are in a group.
Auxiliary Control -Units do not take damage to components, it is all dead or all alive. So, things like Aux Control are meaningless. They can not lose their "bridge" unless the fighter is destroyed.
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More minor points, but it will allow me to trim some stuff from the Components file.
Thanks for the input. I know I'm plowing ground that has been plowed before, and I appreciate the insights from the more experienced.
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June 16th, 2003, 01:27 AM
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Lieutenant Colonel
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Re: Highliner Mod - 1.04b - PBW Observations & Patch
[Surfs by NASY for an update.
Reads what happened to CPT Kwok.
Comes back to forums and reads ST Mod thread.
Turns slightly pale.
Digs up zipdiscs and starts backing up the Highliner files like there's no tomorrow...]
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June 16th, 2003, 09:57 AM
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Shrapnel Fanatic
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Re: Highliner Mod - 1.04b - PBW Observations & Patch
what?
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If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
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June 17th, 2003, 12:31 AM
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Lieutenant Colonel
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Re: Highliner Mod - 1.04b - PBW Observations & Patch
The default AI changes are done - and I hope that they will make the single-player Version at least tolerable until more experienced players can give their input.
CURRENT STATUS
Data files - 100% completed (but still mulling over how to tweak Torpedoes)
AI/race files - 20% (default AI done  - now comes converting all 20 stock races  )
Image files - 100%
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June 19th, 2003, 01:12 AM
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Lieutenant Colonel
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Re: Highliner Mod - 1.04b - PBW Observations & Patch
All the beacons of our worlds are lit up in celebration!  The data file changes are done, the AI's have been updated, and the game open has been run without any nasty error Messages cropping up! Now comes the acid test - a series of trial runs to Last at least through this weekend to test game play, AI adaptation, and search for any lurking bugs. Further progress reports will be posted as the Highliner Mod comes to life.
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June 19th, 2003, 08:20 AM
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Shrapnel Fanatic
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Re: Highliner Mod - 1.04b - PBW Observations & Patch
make torpedoes large, inacurate and powerfull.
my $0.02
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
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June 19th, 2003, 08:27 AM
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First Lieutenant
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Re: Highliner Mod - 1.04b - PBW Observations & Patch
Will there be an open Beta test? Can Taz play too??
Come-on... You don't want to see a grown Taz beg... I mean you really DON'T!!!! 
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Gaze upon Taz-in-Space and TREMBLE!
<img src=http://imagemodserver.mine.nu/other/MM/SE4/warning_labels/inuse/taz.jpg alt= - /]
WARNING: Always count fingers after feeding the Tazmanian Devil!
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June 19th, 2003, 09:02 AM
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Shrapnel Fanatic
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Re: Highliner Mod - 1.04b - PBW Observations & Patch
There is method to my madness. If my hard drive fails, I will lost at most a few minor changes to Adamant.
*begins dicing onions right next to Taz*
[ June 19, 2003, 08:03: Message edited by: Imperator Fyron ]
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