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  #21  
Old December 20th, 2004, 04:56 AM
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Default Re: Pointer Mod

Thanks for the answer Urendi.
I hope the mod will be available soon.

I was busy making my own mod, but due to graduation and the limitations of SE IV I stopped all work on it.
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  #22  
Old December 22nd, 2004, 08:09 PM
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Default Re: Pointer Mod

Here's the next Version of the Pointer Mod. Everything's done except for the AI, 3 facilities, and 3 weapons I just added.

But the AI really needs your help. I'm not much good when it comes to modding those buggers. Everything's working fine except for the AI.

If anyone will write a good workable AI script, I'll put your name on it, and package it with the mod. I will also concede that you are a better modder than I.

Also we need people to test the Mod in multiplayer. I'm not much of a PBW guy (don't have the time). The tech tree for the Pointer Mod is completely different from the stock tree. So if you want something new, this is it.
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  #23  
Old December 22nd, 2004, 08:30 PM

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Default Re: Pointer Mod

hey! love the mod! I agree that you need to fix the AI... but I am sorry, I can't help you there. I have found that moding the AI is about the hardest part in the game. as to testing it on PBW, that will be easy... I know a few ppl that might be willing to start a game.
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  #24  
Old December 26th, 2004, 07:54 PM
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Default Re: Pointer Mod

I've reduced the size and power of the MAC gun. I's more useable now. I've also made the zero gravity penalty on ship designs dependant on hull size. That will give players easier maintenance on smaller ships, and they'll be able to expand faster in the early game.
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  #25  
Old December 26th, 2004, 07:58 PM
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Default Re: Pointer Mod

Quote:
Urendi Maleldil said:
Here's the next Version of the Pointer Mod.
Where? I saw no attachment to your post.
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  #26  
Old December 27th, 2004, 03:43 AM
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Default Re: Pointer Mod

Oops. I thought I put it in there.

Here it is.
Attached Files
File Type: zip 320185-Pointer Mod.zip (633.0 KB, 93 views)
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  #27  
Old December 30th, 2004, 07:06 PM
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Default Re: Pointer Mod

Okaaay. The AI is designing some sweet ships now, using all the techs they're researching, but for some reason they refuse to explore. I had a single entry for "Attack Ship" in the AI_DesignCreation.txt file and they worked fine, but when I added multiple entries for "Attack Ship" for different sizes they just lost all their will to "boldly go where no AI has gone before". I even tried using different names for the ship entries like the TDM AIs.

On another note, they colonize great. Colony ships are zipping every which way as we speak. And the AI is designing and building ships just fine, but it really would be great to see those nuclear missile dreadnoughts actually go out and "destroy strange new worlds and new civilizations".
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  #28  
Old December 30th, 2004, 07:19 PM
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Default Re: Pointer Mod

Do you have the larger Versions of "Attack Ship" before or after the smaller Versions?

One method that seems to work well for me is to use the "Attack Base" design type for scout ships. These ships have minimal weapons and lots of supply, for long range. Have the AI build a few of them, and it will use them as scouts.
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  #29  
Old December 30th, 2004, 08:05 PM
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Default Re: Pointer Mod

Urendi, could you separate commercial and non-commercial Versions of facilities to a different facility families? Or am I obliged to use commercial Versions only?
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  #30  
Old December 30th, 2004, 08:14 PM
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Default Re: Pointer Mod

The Facility families thing is a bug. I forgot to change the family numbers when I created them. I'll change them when I upload the newest Version.

(Fyron) The designs are in order from largest to smallest.
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