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March 16th, 2002, 10:38 PM
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Shrapnel Fanatic
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
quote: SJ please take a look at the combat, comps and facility pics and see about merging with the pic mod. Please correct me if I used some pic num that was already used.
Components will fit in OK.
The pink facility, #191, will have to move to #241
The torps will have to start at #121, instead of #81
I think all of the beams are already in the imagemod, but start at #101
Also, a number of those beams still need to be fixed: See the test beam image (#30). The red box is the tip of the beam, and the green box is the area tiled to form a beam behind the tip.
The second & third rows of your file's new beams have many images with almost no color in the areas that SE4 actually uses.
==============
PS: I'm getting an "Internal Server Error" when trying to download the facilities zip.
I also need to confirm the credits for the new images.
[ 16 March 2002: Message edited by: Suicide Junkie ]
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March 17th, 2002, 01:28 AM
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Major
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I’m uploading updated files right now.
Imperator Fyron,
The 7 abilities in every entry is because of the XLS I use for editing. If at least 1 facility has a 7th ability, I need to add a column for it and add the lines in to every entry.
If you look at components.txt, you’ll find that each component has the lines for 3 tech req, 6 abilities, and all weapon lines in non-weapon components.
The game doesn’t have problems with that, and the only effect will be usage of a little more HD space (BTW those repeated lines can be compressed more, and are only slightly larger when zipped). If needed I could take the time to replace those redundant lines, but it takes some time and benefits of doing that are minimal.
The repeated abilities bug seems to be related with some format error in the XLS. It is completely harmless since abilities number in all facilities is correct, and a 2nd ability in a facility that is supposed to have only 1 will be ignored.
I revised the files to clean those errors.
BTW, I think I copied that from your files, Imperator Fyron, but Industrial Replicators have number of ablilites:=1 but have 7 listed abilities, that means the game will ignore Last 6. Should I correct that?
Thanks for pointing the error in the “Spec-Ops System HQs” I was playing with values and forgot to update the descriptions.
Planet - Change Ground Defense
It doesn’t work? I didn’t know that. SJ can you confirm?
That facility was made by Bearclaw, I’ll tell him by email.
Suicide Junkie,
Actually that beam pic was copied from an old Version of the B5 mod and I didn’t touch or use and of them. Just ignore that file, I’ll replace it with Last imagemod.
I’ve corrected the facility and comp pictures and related data files that called those pics.
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March 17th, 2002, 01:37 AM
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Shrapnel Fanatic
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
quote: I’ve corrected the facility and comp pictures and related data files that called those pics.
That would explain the internal error message.
I just need to confirm the credits.
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March 17th, 2002, 05:33 AM
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Shrapnel Fanatic
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Andrés:
About the extra lines, I guess it really doesn't matter that much.
quote: BTW, I think I copied that from your files, Imperator Fyron, but Industrial Replicators have number of ablilites:=1 but have 7 listed abilities, that means the game will ignore Last 6. Should I correct that?
Yes.
quote: Planet - Change Ground Defense
It doesn’t work? I didn’t know that. SJ can you confirm?
That facility was made by Bearclaw, I’ll tell him by email.
I didn't say it wouldn't work. I meant I am not sure if it will work or not. Somebody should test it first before you go and remove it. I think I'll set up a test game to see if it works or not.
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March 17th, 2002, 06:14 AM
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Shrapnel Fanatic
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Ok, I just finished my test. "Planet - Change Ground Defense" definitely does not do anything.
--------------------------------------------------
Scenario 1
Attacker: 450 Large Troops
Defender: 72 LT + 240 Militia
Results
Test 1:
Attacker: 387 LT survive
Defender: 0
Rounds: 3
Test 2:
Attacker: 384 LT
Defender: 0
Rounds: 3
Test 3:
Attacker: 384 LT
Defender: 0
Rounds: 3
--------------------------------------------------
Scenario 2
Attacker: 450 LT
Defender: 72 LT + 240 Militia, Ground Base (+500% ground defense)
Test 1:
Attacker: 383 LT
Defender: 0
Rounds: 3
Test 2:
Attacker: 384 LT
Defender: 0
Rounds: 3
Test 3:
Attacker: 384 LT
Defender: 0
Rounds: 3
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March 17th, 2002, 05:14 PM
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Major
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
If it doesn't work does not mean I have to remove it, it could be corrected sometime, just don't count on it as the primary function of the facility.
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March 17th, 2002, 08:44 PM
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Shrapnel Fanatic
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Then you should put a warning in the description for those facilities that says that the ability does not currently function.
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