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January 2nd, 2003, 06:17 PM
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General
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Join Date: Mar 2002
Location: Indiana
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Re: Wanted: Alpha testers for the AoW mod.
Hey... It was working when I posted it. What is up with that... Fixing it now...
Edit: Glad I could help...
[ January 02, 2003, 16:18: Message edited by: Ragnarok ]
__________________
Ragnarok - Hevordian Story Thread
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I think...therefore I am confused.
They were armed. With guns, said Omari.
Canadians. With guns. And a warship. What is this world coming to?
The dreaded derelict dwelling two ton devil bunny!
Every ship can be a minesweeper... Once
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January 3rd, 2003, 02:36 AM
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Major
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Location: Irving, TX
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Re: Wanted: Alpha testers for the AoW mod.
dumbluck, rags; Thanks for the help and the info!
rags, have a little trouble with that 'URL' business, did we? LOL
mlmbd
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January 6th, 2003, 01:29 PM
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Lieutenant Colonel
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Join Date: Feb 2001
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Re: Wanted: Alpha testers for the AoW mod.
So, did anyone do any playtesting while PBW has been down? I've been too busy to. (I had relatives over, spent most of the Last week trying with limited success to make the house look presentable...)
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January 8th, 2003, 12:27 PM
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Lieutenant Colonel
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Re: Wanted: Alpha testers for the AoW mod.
Apparently not.
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January 11th, 2003, 12:24 AM
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Lieutenant Colonel
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Re: Wanted: Alpha testers for the AoW mod.
And now it looks like prolly nobody will, what with PBW back up...
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January 18th, 2003, 02:14 AM
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Major
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Re: Wanted: Alpha testers for the AoW mod.
I will start play testing tomarrow. So, I will be posting my findings.
DL, it is going to happen!!!
mlmbd
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January 19th, 2003, 11:58 AM
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Lieutenant Colonel
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Join Date: Feb 2001
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Re: Wanted: Alpha testers for the AoW mod.
That would be cool. I was starting to think that everyone had forgotten...
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January 20th, 2003, 05:09 AM
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General
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Re: Wanted: Alpha testers for the AoW mod.
SUre
__________________
RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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January 20th, 2003, 12:27 PM
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Major
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Re: Wanted: Alpha testers for the AoW mod.
DL, here is my first report.
modinfo.txt file still has old date in it. examples:
Version says 0.7 it is 0.81
Author is has Geo.
Email is not yours.
Started with a Medium HomeWorld.
Space Yard Construction 1, no results.
Space Yard Construction 2, no results. SD 2760.9
Planetary Engineering 1, no results.
Ship Construction 6, no results.
Base Construction 1, no results.
I played to SD 2425.0. I will play again tomarrow!
mlmbd
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January 20th, 2003, 12:54 PM
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Lieutenant Colonel
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Re: Wanted: Alpha testers for the AoW mod.
Mumbles: Err???
I will have to look into that! Did I post the wrong files???
Edit: No, I had the right files. However, I did forget to include the updated Modinfo file.
I was unable to get the results you did, however. BTW, Space Yards tech is only a prerequisite of higher level SY facilities/components. The facilities/components/crew areas are actually researched in the Ship Construction tech area. The theory being that by researching Ship Construction, you research ways to construct them faster instead of bigger (although it does kind of make sense that the SYs should have SYtech as the primary research field... ). I suppose I could increase SYtech to 9 levels, and make each level of SYfacilities/components require both SY and Ship construction of the appropriate level...
But I'm actually toying with a radical departure from the standard SYs model. It involves moving most major Ship Construction abilities to orbital bases. I'm not sure if I really want to depart that far from the default game with this mod, though. Thus, I'm still just toying with it...
However, research into Planetary Engineering remained unchanged from the default game (although it was added as a prerequisite tech for some other facilities). So I have no idea why you are having problems with that... And Ship Construction level 6 should have yeilded 2 more SYfacilities/components (5 more, if you also researched SYtech to level 2), along with 5 new crew areas. It did when I ran the mod, anyway.
I have checked the files that I posted. I played them and got my expected results. So I don't know why you aren't getting the same results... Any gurus out there want to fathom a guess in that regard?
2nd edit: Here's the new v0.81 zip file, with the correct modinfo file.
AoWv0_81.zip
[ January 20, 2003, 11:48: Message edited by: dumbluck ]
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