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July 3rd, 2003, 02:35 AM
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Lieutenant Colonel
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Join Date: Nov 2001
Location: Virginia
Posts: 1,311
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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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July 3rd, 2003, 03:51 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Thanked 12 Times in 10 Posts
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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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July 6th, 2003, 02:07 AM
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Lieutenant Colonel
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Join Date: Nov 2001
Location: Virginia
Posts: 1,311
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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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July 10th, 2003, 02:16 AM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
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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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July 10th, 2003, 02:50 AM
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Lieutenant Colonel
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Join Date: Nov 2001
Location: Virginia
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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.
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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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August 5th, 2003, 03:03 AM
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Lieutenant Colonel
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Join Date: Nov 2001
Location: Virginia
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Re: Highliner Mod - 1.04b - PBW Observations & Patch
I've redone the zipfile (see my website linked in my sig) so that it should - FINALLY - run properly. I mean it! I swear!
My apologies to anyone who was inconvenienced or annoyed as I worked this out. I hope this hasn't put you off from trying this Mod - I like the concept, and would really like folks to play it and offer suggestions for improvements.
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August 5th, 2003, 06:20 AM
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Brigadier General
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Join Date: Dec 2001
Posts: 1,859
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Re: Highliner Mod - 1.04b - PBW Observations & Patch
A naming error with the Imagemod will cause the main picture for the Value Improvement Plant not show up properly, and give you an error.
To Fyron, Sj, and others: Facilities pics 242-249 has a 0 attached to the pic numbers, causing errors. Please correct this error.
And it would be much appreciated if you would include the RaceGeneric picture folder, rather than having players copy and paste it in.
Edit: Other than those, Superb work. I'm going to start myself a game.
[ August 05, 2003, 05:23: Message edited by: TerranC ]
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