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Old July 3rd, 2003, 01:03 AM
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Default Re: Highliner Mod - 1.04b - PBW Observations & Patch

There is a lot of junk (and I mean a lot) in the HTML of your web site. What did you use to make it?
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Old July 3rd, 2003, 01:13 AM
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Default Re: Highliner Mod - 1.04b - PBW Observations & Patch

Quote:
Originally posted by Imperator Fyron:
There is a lot of junk (and I mean a lot) in the HTML of your web site. What did you use to make it?
Considering some of the stuff in the code, he used Microsoft Word:
From source of http://galileo.spaceports.com/~woundwrt/index.html
code:
<meta name=Generator content="Microsoft Word 9">

It's one of the easier ways to make a web page quickly if you don't want to learn HTML, but it has some rather severe drawbacks.
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Old July 3rd, 2003, 02:35 AM
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General Woundwort General Woundwort is offline
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Default Re: Highliner Mod - 1.04b - PBW Observations & Patch

Ugh. The way things are going tonight, maybe I should sign everything over to a third party and go back to Atari 2600...
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Old July 3rd, 2003, 03:51 AM
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Default Re: Highliner Mod - 1.04b - PBW Observations & Patch

Don't do that! I could clean up the html for ya in a jiffy if you want. Email the html (and only html) files to me all zipped up if you want me to.
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Old July 6th, 2003, 02:07 AM
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Default Re: Highliner Mod - 1.04b - PBW Observations & Patch

For those who are interested, the PBW game for Highliner is up and ready for sign-ins. Go to the PBW website and look up "Highliner Mod Shakedown" for the details.

This game will use Version 1.04, available at Efrafa Sector (see link in my sig).
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Old July 10th, 2003, 02:16 AM
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Default Re: Highliner Mod - 1.04b - PBW Observations & Patch

How do you intend to get the AI to launch Riders in the system map?

Right now I don't think the AI does anything with fighters strategically.
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Old July 10th, 2003, 02:50 AM
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Default Re: Highliner Mod - 1.04b - PBW Observations & Patch

Quote:
Originally posted by Urendi Maleldil:
How do you intend to get the AI to launch Riders in the system map?

Right now I don't think the AI does anything with fighters strategically.
Improving the AI is my next big step (Step 1 was getting the thing to work in principle). I've been tweaking the AI files at home as I go along, improving the AI's expansion, economy, and combat. I will note this down too and see what I can do about it.

Does anyone else out there (say, those who have worked with TDM) know how this (fighters in strategic combat) is done? Would Ultimate Strategies Mod handle this sort of thing?

[ July 10, 2003, 01:51: Message edited by: General Woundwort ]
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