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				June 8th, 2003, 08:52 PM
			
			
			
		  
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				Re: Highliner Mod - 1.04b - PBW Observations & Patch
			 
             
			
		
		
		
		Fighers can't colinize, either. Even with the component they don't get the command for it. 
		
	
		
		
		
		
		
		
			
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				June 8th, 2003, 10:10 PM
			
			
			
		  
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				Re: Highliner Mod - 1.04b - PBW Observations & Patch
			 
             
			
		
		
		
		
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				June 9th, 2003, 12:41 AM
			
			
			
		  
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				Re: Highliner Mod - 1.04b - PBW Observations & Patch
			 
             
			
		
		
		
		Anyboby remember the most outrages mod idea ever - 
Make SOLAR SYSTEM a starliner !           
Don't remember the author.
 
Basicaly, imagine you system connected to "starliner system" and then to the destination system. You "load" your ship into such system, it "travels" and you disembark into "real" system. 
battles inside hull are forbiden - can be moded by nebula type ability. You can even plant a "bomb" there - blow up sun      (sun is called "navigator")  
		
	
		
		
		
		
		
		
			
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				June 9th, 2003, 01:17 AM
			
			
			
		  
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				Re: Highliner Mod - 1.04b - PBW Observations & Patch
			 
             
			
		
		
		
		CURRENT STATUS... 
Data files - 75% completed (colony modules & fighters now separated        - components and facilities almost completed)
 
AI/race files - 10% (some changes made in generic AI files, others will follow once data changes complete)
 
Image files - 100% (intro screens and substitute highliner/worldship pics complete)
 
Miscellaneous changes made in the data files...
 
SETTINGS: Population Mass raised to 50 ktons
 
VEHICLETYPES: Besides the new ships, bases, and fighter sizes, satellites have been given a defensive bonus.  Restructuring the game's weapons meant there were more weapons usable against satellites, and hopefully this will balance things out.  
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				June 10th, 2003, 12:55 AM
			
			
			
		  
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				Re: Highliner Mod - 1.04b - PBW Observations & Patch
			 
             
			
		
		
		
		Slowly I am making headway... 
 
CURRENT STATUS... 
 
Data files - 100% completed  
 
AI/race files - 25% (changes made in generic AI files, specific races to follow) 
 
Image files - 100% (intro screens and substitute highliner/worldship pics complete) 
 
EDIT - Go upthread for the latest Version of the Readme 
  
 [ June 19, 2003, 23:14: Message edited by: General Woundwort ] 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				June 10th, 2003, 06:12 AM
			
			
			
		  
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				Re: Highliner Mod - 1.04b - PBW Observations & Patch
			 
             
			
		
		
		
		Very interesting od Woundwort, looking forward to it! 
 
And about systems being ships...that MIGHT have been me. For LR mods campaigns I have intentionsfor a ship so large you fly in it. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				June 11th, 2003, 03:17 AM
			
			
			
		  
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				Re: Highliner Mod - 1.04b - PBW Observations & Patch
			 
             
			
		
		
		
		Question - I was intending to use Neo-Standard images for the Riders (makes much more sense scale-wise), but I could not figure out how to do this without messing up the displays for non Neo shipsets, which I had set as the alternates (some duplications and mixup of shipsizes would occur).  I take it that a mod must have all Neo shipsets or all Standard? 
  
 [ June 11, 2003, 02:21: Message edited by: General Woundwort ] 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				June 11th, 2003, 03:35 AM
			
			
			
		  
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				Re: Highliner Mod - 1.04b - PBW Observations & Patch
			 
             
			
		
		
		
		No, it doesn't if you have Gold. Use the neo-standard bitmap as the Primary one, and a standard SE4 bitmap as the secondary. 
		
	
		
		
		
		
		
		
			
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				June 12th, 2003, 05:19 PM
			
			
			
		  
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				Re: Highliner Mod - 1.04b - PBW Observations & Patch
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Originally posted by Phoenix-D: 
No, it doesn't if you have Gold. Use the neo-standard bitmap as the Primary one, and a standard SE4 bitmap as the secondary.
			
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 Thanks.  Armed with that bit of info, I went back to the VehicleSize file and made it Neo-Standard compatible.  And so... 
 
CURRENT STATUS 
 
Data files - 100% completed (made totally Neo-Standard compatible) 
 
AI/race files - 30% (changes made in generic AI files; Abbidon, Amonkrie, Cryslonite & CueCappa completed) 
 
Image files - 100% (intro screens and substitute highliner/worldship pics complete - two other highliner pics adapted from other graphics) 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				June 12th, 2003, 05:46 PM
			
			
			
		  
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				Re: Highliner Mod - 1.04b - PBW Observations & Patch
			 
             
			
		
		
		
		Absolutely,  Neo-Standard compatible, would be the way to go, General Woundwort. 
 
Many of the Ship set Designers are doing an awesome job with the Neo-Standard  sets. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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