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  #391  
Old September 21st, 2001, 09:32 PM
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Rollo Rollo is offline
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Default Re: A pirates life for me...

quote:
Originally posted by dogscoff:
... I'll point Rollo to this thread (if he's not reading it already.) He compiles the zips=-)


I noticed.
Thanks,
Rollo
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  #392  
Old September 21st, 2001, 11:37 PM
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Default Re: A pirates life for me...

quote:
I would like to try your mod, but there are no Empires. ...try, try again.
That is absolutely NOT true.
I have no .EMPs associated with the mod, but EVERY SINGLE AI that comes with SE4 in included in the zip (appropriately modified).

Just play a game with randomly generated AI players or neutrals, and then save them to .EMP files.

Also, any AI that works under unmodded SE4 can be quickly altered to run under P&N v2, simply by applying my AIPatcher to them (read the instructions and make a backup of the AI first )


------------------
The latest info on Pirates & Nomads (forum thread).
-<Download V2.3c>- (minor bugfixes; just extract to your SE4 folder)
--<Download my HomeComing scenario>- (For P&N v2.3b)
--<P&N V2 AI patch>- (V2 only, for the AIs included in ZIPs from v2.0 to v2.3, prevents rare RCEs)
-<Download P&N Classic>- (The final release of P&N v1.x, just extract to your SE4 folder)
-<Download compatible EMPs for P&N v1.2 through v1.7>-
-<Download SJs latest AI Patcher>-
-<Download my FTL propulsion map>- (ships can travel FTL StarTrek/B5/StarWars style)
-<Download my LAN helper>- (Auto-searches for new turns on a filesharing-enabled LAN)
Visit My Homepage

Other Links:
-<Play By Web>-
-<Schlock Mercenary>- (great space-based webcartoon) -<First Strip>-
-<8-bit Theater>- (fun comic with the pixellated FF1 characters)

<SE4Code>
MpN R*-A RM(L) RP+ TCP- Fq++ FR!++ P? A+/- Sf+ Nd- L $ M++++ Pw!+
</SE4Code>
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  #393  
Old September 23rd, 2001, 08:08 AM

dumbluck dumbluck is offline
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Default Re: A pirates life for me...

I think I found a bug with P&Nv2.3b (haven't gotten around to unzipping 2.3c yet). ANYONE gets the Big Thinker units, not just those w/ the racial trait. I noticed it when I got mines (the first unit I used). I am not a big thinker, and yet I got two mine designs: Small Mine and Small Mine (TB). the (TB) mine is 12kt (as opposed to the 10kt regular mine). Then I checked out Small Satellites. Same thing; 2 sizes, Regular (80kt) and (TB)(100kt)

Also, On the ship/base/mine/sat design screen, BEFORE you pick a hull size, it says that i have 0kt/4kt. Ummmmmmmmmm..... huh? I have no Idea what that means. I just checked, the same 0/4kt thing is in TDM Modpack, too. Or it may just be my antique computer, too....

And another thing. I don't know if this is a mod bug or a hard code bug, but in the combat replay in simmove, the heavy bombardment missles show up as regular cap ship missles. I don't know if they perform like regular missles or as you designed them though.

Gosh, i'm finding so many problems. Let me just reaffirm something here. I _LOVE_ this mod!!!!!

[This message has been edited by dumbluck (edited 23 September 2001).]
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  #394  
Old September 23rd, 2001, 04:54 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: A pirates life for me...

Thanks for the Big Thinkers bug report.
In fact, while I was playing my HomeComing scenario, I was surprised at how much stuff the AI had crammed into its units, but I didn't catch it as a bug

Download either the new vehiclesize.txt or the full zip to fix the bug. Saved games will work fine after it is installed.
(BTW, I've changed the link in my sig to "Latest P&N" which will updated in every post whenever I upload)


The 4KT hull size is the default for SE4 when you haven't chosen a hull yet. I assume that is so you don't get a division by zero error before you can choose a size to design.

Any missile uses the same picture, from your race style. Seeker spores look the same as Nukes.
The damage they do is real, though. If you check the component you will see "Quad to Shields". Since they are twice the size as CSMs, they essentially do 2x to shields and 1/2x to armor/internals. They're also better at soaking up PD fire (you may have noticed that in the replay).

------------------
The latest info on Pirates & Nomads (forum thread).
-<Download the Latest Version of P&N>- (just extract to your SE4 folder)
--<Download my HomeComing scenario>- (For P&N v2.3b or higher)
--<P&N V2 AI patch>- (V2 only, for the AIs included in ZIPs from v2.0 to v2.3, prevents rare RCEs)
-<Download P&N Classic>- (The final release of P&N v1.x, just extract to your SE4 folder)
-<Download compatible EMPs for P&N v1.2 through v1.7>-
-<Download SJs latest AI Patcher>-
-<Download my FTL propulsion map>- (ships can travel FTL StarTrek/B5/StarWars style)
-<Download my LAN helper>- (Auto-searches for new turns on a filesharing-enabled LAN)
Visit My Homepage

Other Links:
-<Play By Web>-
-<Schlock Mercenary>- (great space-based webcartoon) -<First Strip>-
-<8-bit Theater>- (fun comic with the pixellated FF1 characters)

<SE4Code>
MpN R*-A RM(L) RP+ TCP- Fq++ FR!++ P? A+/- Sf+ Nd- L $ M++++ Pw!+
</SE4Code>

[This message has been edited by suicide_junkie (edited 23 September 2001).]
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  #395  
Old September 24th, 2001, 06:14 AM

dumbluck dumbluck is offline
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Default Re: A pirates life for me...

No, I did check the item in combat replay. I pointed at a ship, which brought up it's components. Right click on the heavy bombardment missle 3, and it brought up the info on Cap Ship Missle 3. But I never checked to see if it was doing the right amount of damage; in fact, I don't know that I can because combat replay doesn't show damage done, or even whether the missle hits or misses. the missle just moves on top of the ship and disappears, no explosion.

Sorry if this sounds kind of disjointed, I'm running on a significant lack of sleep...
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  #396  
Old September 24th, 2001, 04:27 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: A pirates life for me...

quote:
Right click on the heavy bombardment missle 3, and it brought up the info on Cap Ship Missle 3.
From the ship view in combat, you can't tell whether it has a CSM or HBM until you click the component. When you did, it appeared to be a CSM.
Who is your opponent, BTW? Or is this your own ship design?

Are you sure that the ship is carrying HBMs vs CSMs? The two are almost identical.
-Same damage
-Same range
-Same pic
-etc

EDIT: To clarify, they have the same damage #s, but different damage types, and different damage Ratings(dgm/kt/reload)

quote:
But I never checked to see if it was doing the right amount of damage; in fact, I don't know that I can because combat replay doesn't show damage done, or even whether the missle hits or misses.
You could always try a simulator battle.

------------------
The latest info on Pirates & Nomads (forum thread).
-<Download the Latest Version of P&N>- (just extract to your SE4 folder)
--<Download my HomeComing scenario>- (For P&N v2.3b)
--<P&N V2 AI patch>- (V2 only, for the AIs included in ZIPs from v2.0 to v2.3, prevents rare RCEs)
-<Download P&N Classic>- (The final release of P&N v1.x, just extract to your SE4 folder)
-<Download compatible EMPs for P&N v1.2 through v1.7>-
-<Download SJs latest AI Patcher>-
-<Download my FTL propulsion map>- (ships can travel FTL StarTrek/B5/StarWars style)
-<Download my LAN helper>- (Auto-searches for new turns on a filesharing-enabled LAN)
Visit My Homepage

Other Links:
-<Play By Web>-
-<Schlock Mercenary>- (great space-based webcartoon) -<First Strip>-
-<8-bit Theater>- (fun comic with the pixellated FF1 characters)

<SE4Code>
MpN R*-A RM(L) RP+ TCP- Fq++ FR!++ P? A+/- Sf+ Nd- L $ M++++ Pw!+
</SE4Code>

[This message has been edited by suicide_junkie (edited 24 September 2001).]
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  #397  
Old September 25th, 2001, 04:44 AM

Phoenix-D Phoenix-D is offline
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Default Re: A pirates life for me...

I was looking over the P&N components.txt file today, to see how you did the anti-weapon destroying stuff. I think I found a minor problem- the tachyon cannon and grid have the same weapon family. So if anyone makes an AI using the weapon destroying weapons.. what happens?

Phoenix-D
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  #398  
Old September 25th, 2001, 02:45 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: A pirates life for me...

The weapons come later in the components file, so the AI would probably add the Tachyon defense at the beginning, then upgrade/replace it with tachyon weapons once it has the tech.
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  #399  
Old September 26th, 2001, 12:31 PM

dumbluck dumbluck is offline
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Default Re: A pirates life for me...

quote:
Originally posted by suicide_junkie:
From the ship view in combat, you can't tell whether it has a CSM or HBM until you click the component. When you did, it appeared to be a CSM.


Correct. In nice big letters, it said "Capital Ship Missle III".

quote:

Who is your opponent, BTW? Or is this your own ship design? Are you sure that the ship is carrying HBMs vs CSMs?


Sallega, i think. But it is my design; that's how I know for a fact that it has HBMs on it!

quote:

The two are almost identical.
-Same damage
-Same range
-Same pic
-etc

EDIT: To clarify, they have the same damage #s, but different damage types, and different damage Ratings(dgm/kt/reload)




Everything matched up with Cap Ship Missle 3 in the combat replay.

quote:

Quote:
But I never checked to see if it was doing the right amount of damage; in fact, I don't know that I can because combat replay doesn't show damage done, or even whether the missle hits or misses.
You could always try a simulator battle.
Heh. I never thought of that. Personally, I think it's just displaying the wrong info and using the right info in the actual calculations. But what do I know?

Have you tried to replicate the problem? Maybe it's just my antique excuse for a computer that's messing things up .....

[This message has been edited by dumbluck (edited 26 September 2001).]
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  #400  
Old September 26th, 2001, 03:35 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: A pirates life for me...

Well, I can't play under 1.41 for long (message crashes), and I don't have a simul game going right now.

I have been playing 1.31 sequential turn games, and haven't noticed a problem.

quote:
Heh. I never thought of that. Personally, I think it's just displaying the wrong info and using the right info in the actual calculations. But what do I know?
So, you have checked the plans for that design, and they show up as HBMs. Then in the replay, they appear to be CSMs?

You could take a close look at the replay, and write down how much shield strength and hull hitpoints the enemy should have had. Add up how much damage the missiles should have done so far, and see how many missiles it takes to destroy.
If you want to make that kind of thing easier, build a base with lots of shields, but nothing else. Then attack it using a different player (real combat), using a ship with a single HBM. If the base dies, the missile hits were doing HBM damage. A single CSM should not be able to breach the shields.
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