|
|
|
 |

August 1st, 2003, 01:18 AM
|
 |
Second Lieutenant
|
|
Join Date: Jul 2002
Posts: 442
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Small Ships Mod discussion
No, not at all. Sorry I didn't get the readme done and a file uploaded ... but a friend JUST closed (a month early) on a new condominium, so I've been helping arrange for the place to be painted and planning some general improvements/repairs at the same time, for the past couple days.
I'll resume working on a good readme, and maybe some more additions/tweaks, tonight; I should be able to get a lot more work done on it this weekend, too.
Meanwhile, I'll go pop a quick-fix Version Online ASAP, with a corrected VehicleSizes.txt (including a Colony Ship hull).
__________________
-- Sean
-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
|

August 1st, 2003, 01:34 AM
|
 |
Second Lieutenant
|
|
Join Date: Jul 2002
Posts: 442
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Small Ships Mod discussion
Upload complete.
My next project is to write a readme, while going back through the components.txt data file to make sure I want to stick with the tweaks I'd done before (as well as rediscover wth they WERE so I can list 'em in the readme, lol).
[ August 01, 2003, 00:35: Message edited by: Pax ]
__________________
-- Sean
-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
|

August 1st, 2003, 05:06 AM
|
 |
Sergeant
|
|
Join Date: Jan 2003
Location: Southern California
Posts: 210
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Small Ships Mod discussion
Quote:
Originally posted by Pax:
No, not at all. Sorry I didn't get the readme done and a file uploaded ... but a friend JUST closed (a month early) on a new condominium, so I've been helping arrange for the place to be painted and planning some general improvements/repairs at the same time, for the past couple days.
I'll resume working on a good readme, and maybe some more additions/tweaks, tonight; I should be able to get a lot more work done on it this weekend, too.
Meanwhile, I'll go pop a quick-fix Version Online ASAP, with a corrected VehicleSizes.txt (including a Colony Ship hull).
|
No problem - helping your friend move is definitely more important. I'll check it out and see how it plays.
|

August 1st, 2003, 05:19 AM
|
 |
National Security Advisor
|
|
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
|
|
Re: Small Ships Mod discussion
I might be interested in joining this game, what are the basic changes made in the data files and to accomplish what?
...and yes, I'm sure I could dig this info up somewhere but I'm going to sleep now and hope to have an answer to read for breakfast. 
|

August 1st, 2003, 07:05 PM
|
 |
Second Lieutenant
|
|
Join Date: Jul 2002
Posts: 442
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Small Ships Mod discussion
Quote:
Originally posted by Captain Kwok:
I might be interested in joining this game, what are the basic changes made in the data files and to accomplish what?
|
This isn't a game, per se; it's a new mod, one that's a spinoff form the idea that spawned the "Attack of the Ankle-Biters" thread.
The changes, so far, are mainly to limit ships to the smaller end of the scale, play with engines-per-move a bit (so that some later hulls are SMALLER, but in return inherently FASTER, than their predecessors), and try out osme of the less-radical changes for weapons which were discussed in the Stock Balance thread.
Not all changes to weapons are properly documented in the data files at present (I believe I forgot to STATE that the Graviton Hellbore skips armor, for example), and I am working on a new Beta 3 Version, complete with a readme documenting the changes (at least in summary format); I hope to have that Version ready for release by the end of this weekend.
__________________
-- Sean
-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
|

August 2nd, 2003, 05:10 AM
|
 |
Sergeant
|
|
Join Date: Jan 2003
Location: Southern California
Posts: 210
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Small Ships Mod discussion
Regardless of what type of planet I start out on, the game keeps giving me Gas Giant Colonization Tech - do you think Aaron hardcoded something to look for Col Tech in Applied Sciences?
|

August 2nd, 2003, 05:20 AM
|
 |
Second Lieutenant
|
|
Join Date: Jul 2002
Posts: 442
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Small Ships Mod discussion
Quote:
Originally posted by atari_eric:
Regardless of what type of planet I start out on, the game keeps giving me Gas Giant Colonization Tech - do you think Aaron hardcoded something to look for Col Tech in Applied Sciences?
|
Hmm. That is odd (and thank you for trying lots of things out -- that one I'd've not found myself, for quite a while -- I almost always PLAY gas giant races).
I'll do some testing tomorrow (got to get some sleep soonish), and try and figure that one out.
__________________
-- Sean
-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
|
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
|
|
|
|
|