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  #51  
Old January 21st, 2005, 06:19 PM
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Urendi Maleldil Urendi Maleldil is offline
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Default Re: Pointer Mod

I've just opened a new game at PBW called "The Pointer Mod game."

Please join and enjoy the mod. The game is open to everybody.

http://seiv.pbw.cc/
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  #52  
Old January 24th, 2005, 02:50 PM
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Default Re: Pointer Mod

Three spots left for those who want to get in on this game.
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  #53  
Old January 27th, 2005, 06:37 PM
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Default Re: Pointer Mod

Pointer Mod v1.1 released. Fixed a few bugs, balanced a few things, got rid of a few loose ends. Don't forget to sign up for The Pointer Mod PBW game. We're starting Friday (tomorrow).

1/26/05
increased resouce generation for standard resource facilities
removed Space Port II-V
added Supply Generation and Spaceport abilities to later City, Organic City, Crystal City, Arcology, Orbital Tower and Orbital Ring facilities
removed Quantum Reactor I-III (same as Hyperspace Tap)

1/25/05
increased range of Seeker Decoy
increased reload rate of Counter Missile
reduced supply usage of all weapons
now only troop components available for troops
Attached Files
File Type: zip 327529-Pointer Mod.zip (314.8 KB, 72 views)
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  #54  
Old January 28th, 2005, 07:21 AM

VaultDweller VaultDweller is offline
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Default Re: Pointer Mod

I'm checking the mod out in singleplayer right now. The only bug I've found is this: When in the build queue for a planet I right click on Commercial Mineral Storage I, I receive a stream error and it displays no information.

One positive thing I can say is that you've made organics and radioactives more important, which I think is a good thing.
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  #55  
Old January 28th, 2005, 10:31 AM

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Default Re: Pointer Mod

The facilities pics "Images 601 to 655
- Images extracted from Galactic Civilizations (© 2002, Stardock) and compiled for use in Space Empires IV by Imperator Fyron" NEED to be redone to standard BMP's

I redid mine with Irfanview [img]/threads/images/Graemlins/icon29.gif[/img] and now work fine
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  #56  
Old January 28th, 2005, 04:47 PM
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Default Re: Pointer Mod

I ran into that problem too. I just opened the images in Photoshop and re-saved them as .bmp files
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  #57  
Old January 28th, 2005, 10:01 PM

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Default Re: Pointer Mod

Thanks for the advice, I'll try that when I get home today.

So far the mod is pretty interesting. It seems to slow down the inital rush for colonization nicely.
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  #58  
Old February 1st, 2005, 12:44 AM

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Default Re: Pointer Mod

I found a bug that's a pain. It happens when upgrading facilites.

Specifcally with Commercial Radioactive Storage facilities.
WHile on the main screen click on the wrench to view all build queues. Then click upgrade facilites. All colonies with commercial radioactive storage that are due to be upgraded to the next level will be upgraded to the next level of organic not radioactive.

EDIT: I've done some looking in the facilites.txt, it looks like Commercial Organic Warehouse and Commercial Radioactive Warehouse have the same facility family number, which is 1041.

So:

Commercial Radioactive Storage I
upgrades to
Commercial Organic Storage II
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  #59  
Old February 1st, 2005, 05:49 AM
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Default Re: Pointer Mod

Quote:
ironman said:
The facilities pics "Images 601 to 655
- Images extracted from Galactic Civilizations (© 2002, Stardock) and compiled for use in Space Empires IV by Imperator Fyron" NEED to be redone to standard BMP's

I redid mine with Irfanview [img]/threads/images/Graemlins/icon29.gif[/img] and now work fine
They work just fine for me... What OS are you running?
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  #60  
Old February 1st, 2005, 09:45 AM

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Default Re: Pointer Mod

win xp pro with 512 mem and 40 gig hd it's a p3 duron chipset ati 32 mg video card
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