December 12th, 2012, 14:34
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(December 12th, 2012, 05:27)Iskender Wrote: I'm still struggling with the house move, there are things like floors and painting yet to be done. I'll return to my standard pace next week, sorry for all delays so far.
Not a problem. Your house move sounds like quite the project. At least it will be awesome after you finish right?  What kind of floors are you putting down?
Blog | EitB | PF2 | PBEM 37 | PBEM 45G | RBDG1
December 13th, 2012, 04:29
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You bet it will  There are tiles in the kitchen, bathroom and hallway (just need to be grouted) and most likely carpet floors everywhere else.
December 19th, 2012, 08:42
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I have discovered the Nanometal Rotor graphic causes the game to crash. (No idea why - it's just a changed texture) If anyone is planning to promote their Rotors that way, I can provide a changed XML file.
December 19th, 2012, 17:46
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Greetings from Taipei! 14 hours down, only 5 more to go.
Blog | EitB | PF2 | PBEM 37 | PBEM 45G | RBDG1
December 20th, 2012, 05:03
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Additional Delay: Access to Planetfall capable computer OR Internet. Am working on getting ahold of both at once.
Blog | EitB | PF2 | PBEM 37 | PBEM 45G | RBDG1
December 20th, 2012, 08:16
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If you need to install it anew, a reminder:
main file and patch:
http://www.moddb.com/mods/planetfall/downloads
extra patch unique for this PBEM:
https://dl.dropbox.com/u/93140627/CvGame...PBEM2c.zip
January 20th, 2013, 05:19
(This post was last modified: January 20th, 2013, 05:20 by Iskender.)
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There might be a bug involving fungal blooms - they seem to occur even if all my bases nearby have a positive "Can prevent n fungal blooms".
January 20th, 2013, 05:48
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One more thing: Barrage desn't seem to have any effect on Interceptors.
January 20th, 2013, 06:29
(This post was last modified: January 20th, 2013, 06:49 by Maniac.)
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(January 20th, 2013, 05:19)Iskender Wrote: There might be a bug involving fungal blooms - they seem to occur even if all my bases nearby have a positive "Can prevent n fungal blooms".
What plot bloomed around what base?
IIRC fungal blooms can still happen on blockaded plots, to encourage an active approach on taking out spawning spots, and to give planeteers a way to screw over terraformers. That's probably what happened.
(January 20th, 2013, 05:48)Iskender Wrote: One more thing: Barrage desn't seem to have any effect on Interceptors.
Ah yes, in the XML they don't have a iCollateralDamageMaxUnits set, unlike the Thunderbolt and Penetrator. I guess I could add a value in a patch, but I wouldn't set it as high as the Thunderbolt. The units should stay somewhat differentiated in fighter and bomber roles after all.
January 20th, 2013, 07:14
(This post was last modified: January 20th, 2013, 07:16 by Iskender.)
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(January 20th, 2013, 06:29)Maniac Wrote: What plot bloomed around what base?
It's 2W 2N of Fort Superiority, the base can prevent 9 fungal blooms. There's also Fort Survivalist in the north but it has 0 shrimp rating and can prevent 2 blooms. I can kill those particular shrimps, but I'd rather not have unexpected blooms all over.
(January 20th, 2013, 06:29)Maniac Wrote: Ah yes, in the XML they don't have a iCollateralDamageMaxUnits set, unlike the Thunderbolt and Penetrator. I guess I could add a value in a patch, but I wouldn't set it as high as the Thunderbolt. The units should stay somewhat differentiated in fighter and bomber roles after all.
They are differentiated in that the Interceptor, to start dealing collateral, requires an SA and even then deals 50% of the Thunderbolt's damage.
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