|
|
|
|
 |

January 22nd, 2003, 01:21 AM
|
|
General
|
|
Join Date: Jul 2001
Location: Canada
Posts: 4,603
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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
|

January 25th, 2003, 05:57 PM
|
 |
Major
|
|
Join Date: Oct 2002
Location: Irving, TX
Posts: 1,237
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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
|

January 26th, 2003, 04:11 PM
|
 |
Major
|
|
Join Date: Oct 2002
Location: Irving, TX
Posts: 1,237
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Wanted: Alpha testers for the AoW mod.
DL, I will have another play test update later today.
mlmbd
|

January 27th, 2003, 12:04 AM
|
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|

January 27th, 2003, 12:57 PM
|
|
Lieutenant Colonel
|
|
Join Date: Feb 2001
Location: iola, ks, usa
Posts: 1,319
Thanks: 3
Thanked 0 Times in 0 Posts
|
|
Re: Wanted: Alpha testers for the AoW mod.
Quote:
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.
|
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.)
Quote:
|
Ship Construction Lv-8 | Cost 90000, no results.
|
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).
Quote:
|
[Ship Construction Lv-9 | Recreation Room Crew Quarters looks like the same bmp as the Engineering Crew Quarters.
|
They are different pictures. Look closely.
Quote:
|
Planetary Engineering Lv-2 | Cost 100000, No results.
|
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.
Quote:
|
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!
|
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 ]
|

January 27th, 2003, 01:27 PM
|
 |
Major
|
|
Join Date: Oct 2002
Location: Irving, TX
Posts: 1,237
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Wanted: Alpha testers for the AoW mod.
DL, I know there are different images. But you have to 'LOOK VERY CLOSELY' to see the difference. IMHO I don't think anyone should have to inspect a bmp for 10 mins to see if they all ready added a 'new' crew quarters.
mlmbd holds up his hand!
mlmbd
|

January 29th, 2003, 06:05 PM
|
 |
Major
|
|
Join Date: Oct 2002
Location: Irving, TX
Posts: 1,237
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Wanted: Alpha testers for the AoW mod.
DL, are you going to make any changes to the mod for the Patch 3 v1.84?
mlmbd
|
| Thread Tools |
|
|
| Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|