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  #41  
Old January 14th, 2005, 09:33 PM
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Default 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.


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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  #42  
Old January 15th, 2005, 04:20 AM
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Default 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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  #43  
Old January 17th, 2005, 06:12 PM
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Default 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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  #44  
Old January 18th, 2005, 06:55 PM
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Default 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.
Attached Files
File Type: zip 325259-Pointer Mod.zip (351.8 KB, 73 views)
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  #45  
Old January 18th, 2005, 07:57 PM
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Default Re: Pointer Mod

Mesa do! Mesa do!
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  #46  
Old January 18th, 2005, 11:26 PM
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Default Re: Pointer Mod

Quote:
Imperator Fyron said:
Your mod needs Savegame and Empires folders...
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
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  #47  
Old January 19th, 2005, 01:26 AM
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Default Re: Pointer Mod

Quote:
Ed Kolis said:
Quote:
Imperator Fyron said:
Your mod needs Savegame and Empires folders...
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
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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  #48  
Old January 19th, 2005, 07:04 PM
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Default 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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  #49  
Old January 19th, 2005, 07:51 PM
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Default Re: Pointer Mod



No, you don't need to create a directory for it in Pictures\Races - I can just delete that too and the stock directory with my whole shipset collection will be used

Unless some players are planning on missing their turns and want a special AI running on PBW???
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  #50  
Old January 20th, 2005, 04:02 PM
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Default 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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