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  #81  
Old March 3rd, 2005, 10:46 PM

VaultDweller VaultDweller is offline
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Default Re: Pointer Mod

Urendi

I've been checking on the AI periodically to see how it's doing. The Abaddon seem to be making ships well and playing strongly. The Sergetti on the other hand are making ships with engines, but not reactors. The Praetorians seem to be up to the same foolishness. Another thing of note is that they are putting multiple navigational shields on their designs as well. I'm not sure if the benefits for the nav shield stack or it might be a good idea to find a way to make that component limited to 1 per ship.

By the way I'm enjoying the PBW game we've got going with the older mod.

Hope this stuff I find is usefull.

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  #82  
Old March 9th, 2005, 06:43 PM
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Urendi Maleldil Urendi Maleldil is offline
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Default Re: Pointer Mod

Some of the races don't have the ai done yet, so they're building ships according to the stock data files, which means they don't build ships with reactors and use too many engines.

They're using multiple nav shields because that's the only shield component they have.
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  #83  
Old March 9th, 2005, 06:45 PM
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Default Re: Pointer Mod

Unfortunately my computer caught a virus and now won't boot up. I'll have to do a system resore from the factory partition, which means SE4 will be gone from my harddrive along with Pointer v2.0

I'll be back to work though as soon as my computer is resored and I get my SE4 gold cd mailed to me from Wisconsin.
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  #84  
Old March 14th, 2005, 03:08 AM

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Default Re: Pointer Mod

Urendi

How's things going with the system restore?

Also, have you heard anything from Ekolis?

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  #85  
Old March 14th, 2005, 04:06 PM
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Default Re: Pointer Mod

I haven't gotten ahold of a Windows XP disk yet. I should be getting mine in the mail any day now.

I haven't heard from Ed, but as soon as I do and my computer is running again, we can continue the game.
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  #86  
Old March 25th, 2005, 04:01 PM

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Default Re: Pointer Mod

Urendi

Is your computer up yet? I'm looking forward to keeping the PBW going. I've also still been testing the newest version of the mod.

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  #87  
Old March 26th, 2005, 02:38 AM
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Default Re: Pointer Mod

My computer's running fine now and I managed to save the work I'm doing on Pointer Mod 2.0. As far as the PBW game, we're waiting for Ed Kolis's turn.
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  #88  
Old March 26th, 2005, 05:33 PM

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Default Re: Pointer Mod

Sounds good to me.

By the way the cryslonite AI seems to pretty well building facilities, colonizing, and making attack ships. All AI races seem to need a little help with building Carriers better(they don't put any cargo bays in).

Hyperdrives don't seem to work at all. Although, the jump drives are great. I like the many choices of engine you make available. In each speed range you can choose from cheaper drives that are just good for propulsion to higher end drives that give bonus movement or shields...I'm a big fan of the gravity well drives.

One of the silly things that the AI does is put Prefabricated Fortifications on somee of their ships. I know that's a troop component, but somehow they do that.

Glad to hear your machine works!

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  #89  
Old March 27th, 2005, 06:53 PM
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Default Re: Pointer Mod

Yeah. I have no idea why the AI does that. If I could figure it out, maybe I can use the same effect in the Cheaters AI I'm working on.
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  #90  
Old March 27th, 2005, 07:26 PM
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Default Re: Pointer Mod

When there's extra space on a ship design that can't be filled by the majority component - the best armor per kT (that fits, troop or whatever) is put on to fill the leftover space.
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