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January 14th, 2005, 09:33 PM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
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Re: Pointer Mod
Quote:
Urendi Maleldil said:
AI success!!
The AI is now puttering aroung the galaxy, exploring, and doing what the AI does. They handle resources poorly and their tactical prowess is atrocious, but they work.
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Welcome to my world. I tell you if I could get the damn Ai to work right, I would kiss them.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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January 15th, 2005, 04:20 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Thanked 12 Times in 10 Posts
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Re: Pointer Mod
This is because it has the same family number as a ship component. You must _never_ have the same family numbers on such families of vehicle-specific components. The AI is very stupid and interprets that Scout Infantry as the most advanced Version of the family of components that it really wants to use on the ship.
This problem will also manifest itself in some very quirky upgrade bugs.
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January 17th, 2005, 06:12 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
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Re: Pointer Mod
New updates. The next release we'll call "Version 1.0." Yes. I know the Last Versions were all called "Version 0.9" but I'm not a programmer and usually don't pay attention to things like that. I want to clean a fe more things up for "Version 1.0." Then we'll start a PBW game to test everything out. I think I figured that PBW thing out. Just let me know what ship set you want to use and I'll put them in the mod for the PBW game.
Here are the latest updates. Drones are now more like ordinance.
1/16/05
added drone mounts
reduced size of Drones and Tactical Drones
renamed Drone Launcher to Drone Magazine
changed cargo capacity of Drone Magazine to match new drone sizes
reduced size of Drone Computer Core
fixed scale mounts (wasn't with Antimatter Impulse Engine)
increased size of 2150kt Baseship hull
added specialty mounts for use on ships that use normal weapon sizes
changed "Vehicle List Type Override" to "Vechicle List Type Override" (the correct spelling doesn't work, but the typo does)
removed Motivation Unit (my Version was dumb anyway)
removed Scout Infantry (was showing up on ship, base, sat, and weapon platform AI designs for some reason)
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January 18th, 2005, 06:55 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
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Re: Pointer Mod
Here's the Version 1.0 update. There are only two AI races that work and I haven't converted the Default AI or the Neutrals, so stick with multiplayer for now unless you just want to explore the mod. You'll need the latest Version of the Image Mod, the Neo-standard, and Fyron's Quadrant Mod Deluxe installed to your normal SE4 directory.
1/18/04
added Engineering Replicator II-V
reduced size of all Electronics to 1/3
removed Fighter and Drone Electronics mounts (no longer needed)
added "Vehicle Size Maximum := 99" to Fighter mounts
Post here if you want to participate in the PBW game. Let's see how many players we'll have.
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January 18th, 2005, 07:57 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
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Re: Pointer Mod
Mesa do! Mesa do!
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The Ed draws near! What dost thou deaux?
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January 18th, 2005, 11:26 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
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Re: Pointer Mod
Quote:
Imperator Fyron said:
Your mod needs Savegame and Empires folders...
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No it doesn't. First thing I do every time I download a mod is delete the savegame folder - I don't like saving all my PBW turns to different places depending on which mod my game happens to be using
edit: crap, I replied to a post on the FIRST page of the thread
__________________
The Ed draws near! What dost thou deaux?
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January 19th, 2005, 01:26 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Thanked 12 Times in 10 Posts
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Re: Pointer Mod
Indeed you did. Didn't we already talk about this anyways? Just because you are weird doesn't mean the mod doesn't need Savegame and Empires folders.
edit: I am certain that was some horrible butchery of the English language I just performed there... oh well.
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January 19th, 2005, 07:04 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
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Re: Pointer Mod
How about I make a special release of the Pointer Mod without the save game folder and call it "The Pointer Mod: Ed Kolis's Special Edition?"
Meanwhile, if you want in on the PBW game I need to know what ship set you'll be using so I can create a directory for it in Pictures\Races.
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January 19th, 2005, 07:51 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
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Re: Pointer Mod
__________________
The Ed draws near! What dost thou deaux?
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January 20th, 2005, 04:02 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
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Re: Pointer Mod
I studied the PBW FAQ a little more. I think I understand now. I'll set up the game as soon as the admins instal The Pointer Mod onto the PBW system.
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