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				June 24th, 2003, 02:27 AM
			
			
			
		  
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				Re: Highliner Mod - 1.04b - PBW Observations & Patch
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Originally posted by Imperator Fyron: 
Units do not have an "armor" layer. Armor components on a unit simply add to the HP total, nothing more. Armor skipping weapons do not skip armor on a unit, as there is no "armor" to skip.     
			
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 So regenerating armor on a unit would essentially be "regenerating HPs", at least for the HPs contributed by the armor - assuming that it even works in units (which is a dangerous assumption in SEIV as I've found...)    
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				June 24th, 2003, 02:45 AM
			
			
			
		  
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				Re: Highliner Mod - 1.04b - PBW Observations & Patch
			 
             
			
		
		
		
		How'd that test come out? 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				June 24th, 2003, 03:07 AM
			
			
			
		  
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				Re: Highliner Mod - 1.04b - PBW Observations & Patch
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Originally posted by Loser: 
How'd that test come out?
			
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 I'm still going through the simulator to find out how/if shield regenerators and special armors work.  It's not as easy to track as you might think (even with only 2 Riders designed just for that particular combat scenario). 
 
On the brighter side, one thing I have found out that works in units are planetary bombardment weapons.  One Omega Rider (500ktons) armed with 10 Plasma Bomb Vs depopulated a homeworld in one salvo.     
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				June 24th, 2003, 06:26 AM
			
			
			
		  
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				Corporal 
				
				
				
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				Re: Highliner Mod - 1.04b - PBW Observations & Patch
			 
             
			
		
		
		
		
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				Originally posted by General Woundwort: 
I assume you're talking about the Image and Neo-standard Mods I reference, right?
			
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 Okay I'll give that a shot, I didn't know you had to install a second SEIV install, I was hoping I could just copy two (or more) of the type of mods you are referring to into one folder and pick that mod from the Mod Picker program. I tried my method with TDM and FQM and it didn't work. So, not to sound like an idiot, but you are saying I need to make a second full install of SEIV, correct? 
  
 [ June 24, 2003, 05:32: Message edited by: Mathias_Ice ] 
		
	
		
		
		
		
		
		
			
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				June 24th, 2003, 06:31 AM
			
			
			
		  
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				Re: Highliner Mod - 1.04b - PBW Observations & Patch
			 
             
			
		
		
		
		i think some-one could do a cat-in-a-hat with the armor-skipping rounds and non-armor hps, but i've got a slight headache and i'm tired. 
 
*hah! your tired! try eighteen* 
 
*annoying eighteen-wheeler* 
 
does anybody know what you call a pickup-truck with eighteen pigs in the back? 
  
 [ June 24, 2003, 07:02: Message edited by: narf poit chez BOOM ] 
		
	
		
		
		
		
		
		
			
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				June 24th, 2003, 07:47 AM
			
			
			
		  
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				Re: Highliner Mod - 1.04b - PBW Observations & Patch
			 
             
			
		
		
		
		Mathias Ice, the Neo-standard does not require you to install anything special. All that that means is that if you use a ship set that has extra images in it, they will be used in-game in the Highliner mod. 
 
For the Image Mod, you can (and should) install it into the default Pictures folder. 
 
You do not need to have a second install of SE4. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				June 24th, 2003, 10:06 AM
			
			
			
		  
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				Re: Highliner Mod - 1.04b - PBW Observations & Patch
			 
             
			
		
		
		
		
	Quote: 
	
	
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				 I'm still going through the simulator to find out how/if shield regenerators and special armors work.
			
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 I am 90% certain that none of them work on units. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				June 24th, 2003, 11:22 AM
			
			
			
		  
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				Re: Highliner Mod - 1.04b - PBW Observations & Patch
			 
             
			
		
		
		
		
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				Originally posted by Imperator Fyron: 
You do not need to have a second install of SE4.
			
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 Yes, this is true.  I was thinking of the way I run SEIV in my computer (I have separate installs for PBW, Highliner, and the game I play and tweak for my own use).  I have a 30 GB harddrive and am only using 5 so far, so space is not an issue for me - and I don't have to worry about that "shifting mods" nonsense.     
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				June 24th, 2003, 11:25 AM
			
			
			
		  
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				Re: Highliner Mod - 1.04b - PBW Observations & Patch
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Originally posted by Imperator Fyron: 
I am 90% certain that none of them work on units.
			
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 You're probably right.  I'll more than likely trim them from the Unit tech tree completely next iteration.  But wait... don't some of the racial tech traits have special unit armor? 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				June 24th, 2003, 11:27 AM
			
			
			
		  
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				Re: Highliner Mod - 1.04b - PBW Observations & Patch
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Originally posted by narf poit chez BOOM: 
i think some-one could do a cat-in-a-hat with the armor-skipping rounds and non-armor hps, but i've got a slight headache and i'm tired. 
 
*hah! your tired! try eighteen* 
 
*annoying eighteen-wheeler* 
 
does anybody know what you call a pickup-truck with eighteen pigs in the back?
			
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 DONKEY - So, are there any mice up there? 
 
SHREK - Well, there's Narf, The Small... and Annoying.     
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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