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January 21st, 2003, 06:46 PM
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Major
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Join Date: Oct 2002
Location: Irving, TX
Posts: 1,237
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Re: Wanted: Alpha testers for the AoW mod.
DL, I have the Image mod installed. I am supposing this is in response to the 'no image' for the EVA hatch. Yes?
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Are you saying that you researched ship construction all the way to level 3 and never got any results from it?
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I got results to Level 3, then no results.
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And what are the large numbers; are they the research cost?
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Research costs, Yes!
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Currently, Base Construction is an empty tech. I left it there because I have something in mind for it, I just haven't gotten it done yet.
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OK, then I will stop reporting it as a 'Bug'!
Tesco has a good idea. Since it would be 'testing' you wouldn't need passwords. Could chat Online about all the results, etc.! Lots of diversity.
Test 0003, later today!
mlmbd
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January 22nd, 2003, 01:19 AM
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General
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Join Date: Jul 2001
Location: Canada
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Re: Wanted: Alpha testers for the AoW mod.
no you create a game on pbw get the current mod as it is up there..
Set the game up so we can test it out as a normal game would go. Say 3 planet start with low tech level and low tech cost... ( make sure that all the advanced research traits are used by players... as it is a friendly game anyways and combat will only be to test out weapons.. ) Set it to Last player upload..
Everyone uses the game forum to dicuss what they like or do not like about the mod.
When there is a change to the data files you update the ones on the PBW site and get the admins to change the mod and run that turn manually.
Have about 6 players or so test out the mod...
That way the opinions are varried enough... And debates can occur...
ANd you will get lots of feedback...
Also testing this way will allow for your busy schedule as we can really pay attention to it...
__________________
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 22nd, 2003, 01:21 AM
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General
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Join Date: Jul 2001
Location: Canada
Posts: 4,603
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Re: Wanted: Alpha testers for the AoW mod.
Cause the mod will live or die on how it works on multi player game...
__________________
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 25th, 2003, 05:57 PM
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Major
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Join Date: Oct 2002
Location: Irving, TX
Posts: 1,237
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Re: Wanted: Alpha testers for the AoW mod.
DL: AoW v0.81.
Game Date: 2413.5
Ship Construction Lv-6 | Cost-70000, No results. For Ship Construction 7, Turbo Lift.
Ship Construction Lv-8 | Cost 90000, no results.
Ship Construction Lv-9 | Recreation Room Crew Quarters looks like the same bmp as the Engineering Crew Quarters.
Planetary Engineering Lv-2 | Cost 100000, No results.
tesco, I don't think it quite as dramatic as all that. I do agree that testing by PBW is a really good idea. But, live or die! I think not!
mlmbd
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January 26th, 2003, 04:11 PM
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Major
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Join Date: Oct 2002
Location: Irving, TX
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Re: Wanted: Alpha testers for the AoW mod.
DL, I will have another play test update later today.
mlmbd
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January 27th, 2003, 12:04 AM
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National Security Advisor
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Join Date: Nov 2000
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Re: Wanted: Alpha testers for the AoW mod.
The "no results" entries are probably the result of tech crossovers.
"tesco, I don't think it quite as dramatic as all that. I do agree that testing by PBW is a really good idea. But, live or die! I think not!"
If there is no AI it will. The original idea of the Art of War mod was to make a better human-playable mod. AIs have to be taken into consideration when you build a mod, else getting them to use everything correctly is difficult or impossible.
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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January 27th, 2003, 12:57 PM
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Lieutenant Colonel
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Join Date: Feb 2001
Location: iola, ks, usa
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Re: Wanted: Alpha testers for the AoW mod.
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Originally posted by mlmbd:
DL: AoW v0.81.
Game Date: 2413.5
Ship Construction Lv-6 | Cost-70000, No results. For Ship Construction 7, Turbo Lift.
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Tech crossover with Applied PoliSci 1 gives the Officer's Mess. Tech Crossover with SY 2 should have yielded SY 6 facilities and components.
(BTW, Turbolift comes with level 8 in Ship construction. Level 7, crossed with Ship Capture weaps 3, grants the Small Arms Locker.)
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Ship Construction Lv-8 | Cost 90000, no results.
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See above. The turbolift has no other tech requirements. I don't know why you didn't get it... Crossed with level 3 in Ship Yards, you should have gotten Ship Yards 8 (both the facility and the component).
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[Ship Construction Lv-9 | Recreation Room Crew Quarters looks like the same bmp as the Engineering Crew Quarters.
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They are different pictures. Look closely.
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Planetary Engineering Lv-2 | Cost 100000, No results.
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This tech is a secondary requirement for the systemwide single resource production bonus facilities. (ie System Mineral Scanner). I'm planning on breaking Climate Control, Value Improvement, and Atmosphere ConVersion into 3 seperate trees. Climate control available under PE1, Value Improvement under PE2, and Atmosphere ConVersion under PE3.
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tesco, I don't think it quite as dramatic as all that. I do agree that testing by PBW is a really good idea. But, live or die! I think not!
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Alright, just out of curiosity, let's have a show of hands; how many people would be interested in joining a PBW alpha test of this mod?
(edit) Err, maybe you should just post that you would be interested, since I can't see into each of your individual homes/workplaces/wherever... 
[ January 27, 2003, 11:01: Message edited by: dumbluck ]
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