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-   -   ultimate mod (http://forum.shrapnelgames.com/showthread.php?t=3528)

Cranex July 10th, 2001 12:40 AM

Re: ultimate mod
 
All I got was the Hyperion Base Opening
Screen which was nice. I pressed New Game
and it crashed.
Can not find these ".cur" files
I have windows 98
[This message has been edited by Cranex (edited 10 July 2001).]

[This message has been edited by Cranex (edited 10 July 2001).]

disabled July 10th, 2001 01:17 AM

Re: ultimate mod
 
I can't get it to Download. http://forum.shrapnelgames.com/images/icons/icon9.gif

[ June 15, 2003, 05:45: Message edited by: General Talashar ]

disabled July 10th, 2001 04:07 AM

Re: ultimate mod
 
I deleted the cursors and it works fine now.

[ June 15, 2003, 05:48: Message edited by: General Talashar ]

disabled July 10th, 2001 05:32 AM

Re: ultimate mod
 
Forgot to mention, the formations file doesn't load.

[ June 15, 2003, 05:48: Message edited by: General Talashar ]

disabled August 9th, 2001 02:19 PM

Re: ultimate mod
 
and the finale pics generate errors

[ June 15, 2003, 05:49: Message edited by: General Talashar ]

Andrés August 11th, 2001 05:27 AM

Re: ultimate mod
 
When and where will it be available for download again?
I could never get it.

disabled August 11th, 2001 03:30 PM

Re: ultimate mod
 
I tried to get it from SE.org's site, but I found a copy on the PBW too that did download.

[ June 15, 2003, 06:10: Message edited by: General Talashar ]

disabled August 12th, 2001 01:33 AM

Re: ultimate mod
 
Bah!

I can't find the link on the PBW anymore.

[ June 15, 2003, 06:11: Message edited by: General Talashar ]

disabled August 13th, 2001 10:07 PM

Re: ultimate mod
 
When will the next release be?

[ June 15, 2003, 06:12: Message edited by: General Talashar ]

disabled August 15th, 2001 03:28 PM

Re: ultimate mod
 
edit, I already asked when the next patch will be.

[ June 15, 2003, 06:13: Message edited by: General Talashar ]

disabled August 26th, 2001 05:28 PM

Re: ultimate mod
 
bump, did you forget about us hadrian?

[ June 15, 2003, 06:14: Message edited by: General Talashar ]

disabled August 26th, 2001 07:10 PM

Re: ultimate mod
 
I spoke too soon, check his site everyone! He's uploading to shrapnel it looks like!

[ June 15, 2003, 06:14: Message edited by: General Talashar ]

disabled August 26th, 2001 07:31 PM

Re: ultimate mod
 
edit- double post

[ June 15, 2003, 06:15: Message edited by: General Talashar ]

WendellM August 26th, 2001 09:16 PM

Re: ultimate mod
 
Hadrian,

Are you typing your filename directly in the attachment text box? If so, you need to click the "Upload your files" link beside it instead. If you're already doing that, then you could email me the file and I'll see if I can help.


------------------
Wendell
Everyday gamer most of the time; advisor as needed

disabled August 26th, 2001 09:20 PM

Re: ultimate mod
 
Hadrian, if you email it, CC me a copy too!

[ June 15, 2003, 06:16: Message edited by: General Talashar ]

WendellM August 26th, 2001 09:46 PM

Re: ultimate mod
 
11 meg is pretty big, but up to 30 should be OK. I'm uploading an 11-meg test file now, which is taking a while even on a cable modem. Are you waiting for the attachment file manager pop-up to close on its own? If you hit "close" then hit "submit" on the main reply screen you'll get an error since the upload isn't complete (but this may be old news to you). Exactly what message do you get when the file is refused?

disabled August 26th, 2001 09:49 PM

Re: ultimate mod
 
*whimper* No mod still...

[ June 15, 2003, 06:17: Message edited by: General Talashar ]

WendellM August 26th, 2001 10:08 PM

Re: ultimate mod
 
The 11-meg test upload finished and seemed to go OK. If the Submit button is pressed before the upload is finished, the error message is "Invalid Attachment... clear the attachment field or try uploading your files again. Use your Back button."

Good luck - please reply here if it worked for you or not.

------------------
Wendell
Everyday gamer most of the time; advisor as needed

disabled August 26th, 2001 10:10 PM

Re: ultimate mod
 
Yay! I downloaded it! thanks hadrian! thanks wendell for helping hadrian!

[ June 15, 2003, 06:18: Message edited by: General Talashar ]

WendellM August 26th, 2001 10:57 PM

Re: ultimate mod
 
It downloaded installed fine; I'm now playing around with it. I thought I should mention, though, that shrapnelgames.com isn't on the "authorized sites" list in the readme file. Well, I'm off to explore it some more - lots to see! http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

disabled August 27th, 2001 12:09 AM

Re: ultimate mod
 
So what does that mean? lol. Hadrian broke his own rules on the mod. lol.

[ June 15, 2003, 06:19: Message edited by: General Talashar ]

Mudshark August 27th, 2001 04:56 AM

Re: ultimate mod
 
I'm only 10 turns into this MOD, but so far the dynamics are great!! I am more so a lurker, but this mod deserves praise. Well worth the wait. Not to slight the hard work that all of the modders, programers have done to improve this game. You have all earned my respect ( I'm sure there are many lurkers that feel the way I do). Perhaps it is time to make all of the people that add to this game feel that their work is much apprecated??

disabled August 27th, 2001 03:00 PM

Re: ultimate mod
 
Mudshark hit it dead on, I feel like I'm playing a totally different SE game now!

[ June 15, 2003, 06:20: Message edited by: General Talashar ]

disabled August 29th, 2001 03:11 AM

Re: ultimate mod
 
anything new happen, bump!

[ June 15, 2003, 06:21: Message edited by: General Talashar ]

Mudshark August 29th, 2001 03:23 AM

Re: ultimate mod
 
I did fund a bug in the fleet text file for the HouseofAleskanser. it had a formation of close, cluster, or somthing that started with a C. which caused a "not found error", beyond that, this mod is very interesting. I almost feel like I'm re-learning the game.

disabled August 29th, 2001 03:34 AM

Re: ultimate mod
 
I got a screenshot of it too, I emailed it to hadrian. It said cluster when there is no cluster.

[ June 15, 2003, 06:22: Message edited by: General Talashar ]

Mudshark August 29th, 2001 04:12 AM

Re: ultimate mod
 
Your Right, It was a typo. I'm looking forward to the rest of your mod. The different mounts+diecasting is a bit of a learning curve. The more you modders learn, the better this game gets. I think many of us would have lost interest long ago if it wasn't for all of your contributions

Andrés August 30th, 2001 01:52 AM

Re: ultimate mod
 
Q: Are the races in this mod patched?
I already have all those races installed, I have a total of 102 races installed (It’s a shame I can use only 20 in a game)
The easiest way to enable them is by removing the races dir from the mod so the game uses the default races dir, but if AIs are patched to use the mod that would disrupt all AI players.

disabled August 30th, 2001 04:59 AM

Re: ultimate mod
 
I don't think any are, Can you confirm Hadrian?

[ June 15, 2003, 06:23: Message edited by: General Talashar ]

Andrés August 30th, 2001 06:05 AM

Re: ultimate mod
 
Thanks for the data Hadrian

I have no problem with the emp files, though I’d need to generate more if I want to use some extra race.

If races are not patched, then they are not indispensable to use the mod.
What about putting them in a separate file (they take up almost half of the mod size) so people can have the option to download them or not. If there’s something I don’t like is wasting expensive Online time downloading stuff I already have.

I added a “Savegame” folder, there should be one in every mod so you don’t attempt to load a game in the wrong mod.

disabled August 31st, 2001 01:31 AM

Re: ultimate mod
 
Bump, excellent work Hadrian, keep it coming!

[ June 15, 2003, 06:24: Message edited by: General Talashar ]


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