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Re: Capship Mod
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Ok, I'd like to test your mod but I don't want to create another installation of SEIV and from the looks of things that's what I'd have to do.
I've taken the liberty of putting your files into a folder structure and rezipping them(file attached). What you need to do now is add to it so that people can play the mod without jumping through hoops. http://forum.shrapnelgames.com/images/smilies/happy.gif You've got some good ideas and I hope you'll take the time to correct the problems so other folks can see them! |
Re: Capship Mod
There is an "edit post" button you can use to avoid multiple posts in a row...
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Re: Capship Mod
Thnx, Nodachi... that's what I was talking about in my previous post. Urendi Maleldil had already done such a thing, but now I don't see it anymore...
And I know it's better to have a mod directory path, but I had already duplicated SEIV before I knew of this. And I also have certain races I only want to use in certain mods, so that's another reason why I did it. I know about the "Edit Post" button, but I kept forgetting... And one more thing: If you test it, please, post your opinion and/or advice here. It's only a beta version as of yet. I'm planning to add more, and I haven't really playtested it myself - partially because the AI will NOT be able to handle the mod, and I don't really want to play against myself for that long. |
Re: Capship Mod
What problems are you specifically talking about, Nodachi? The issue with the anti-capship missiles? The Advanced Stellar Manip things? the Advanced Physics tech types?
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Re: Capship Mod
Dude, the game can't load the mod unless someone duplicates your set-up. Even when I reworked what you had posted into folders and rezipped them it still won't load due to missing files. What I would suggest is that you go ahead and get everything laid out correctly and repost the mod.
I hope I'm not coming off as an ***, honestly I'm just trying to help. http://forum.shrapnelgames.com/images/smilies/laugh.gif |
Re: Capship Mod
Please follow der suggestions! Sounds fun.
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Re: Capship Mod
I know... I've forgot SectType, which now uses the denominators "Halo Ring World" and "Dyson Sphere" instead of ring/sphereworlds.
Oh, and if you're talking sbout the error message at 78% loaded of the AI files, it's OK. The AI for this mod hasn't been reworked yet, and since I split up Ship Construction into approx. seven projects, the AI needs to be told to research those projects instead of Ship Construction. However, I took one look at the AI Research files and took off. It seemed too darn unreadable... I don't think I'll ever get round to it, so I'm hoping for someone to volunteer to do the AI work here... for now it's human-vs-human only. (Or human-vs-alien, or alien-vs-alien, whatever.) |
Re: Capship Mod
1 Attachment(s)
I tried to upload a .zip file with all the directories in place, but for some reason it got posted as a bad file so I deleted it.
Here's another try. |
Re: Capship Mod
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Re: Capship Mod
Oh, I see. Thnx for clearing that up Urendi http://forum.shrapnelgames.com/images/smilies/laugh.gif
I know, but I wanted some STOCK races NOT to appear in some mods. For example, I don't really like the Eee - with their globular ships. Or the Sergetti. And in one mod I used only several downloaded ST races - not all, but some. (And yes, it WAS an ST mod - but my own one. I knew (a little) about the AT ST Mod, but I just created it anyway. Never really got round to finishing it completely.) I'll be uploading SectType soon. |
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