![]() |
Re: Frequently Asked Questions for Newbies
updated.
[ April 01, 2003, 15:31: Message edited by: Slick ] |
Re: Frequently Asked Questions for Newbies
Quote:
Also, no link to the Modding 101 Tutorial? |
Re: Frequently Asked Questions for Newbies
[quote]Originally posted by Imperator Fyron:
Quote:
We are after all only humans, but as too you, that has still to be determined. Therefore: You cannot expect us to perform according to your standards! |
Re: Frequently Asked Questions for Newbies
[quote]Originally posted by Imperator Fyron:
Quote:
By the way you post around here, you hardly need more advertising. But if it will make you stop trying to push the FAQ to the second page here, it will go into the next revision. Thank you for your input. Slick. [ January 26, 2003, 16:12: Message edited by: Slick ] |
Re: Frequently Asked Questions for Newbies
I only posted the second time because it looked like another revision had been made, and you missed my post. http://forum.shrapnelgames.com/images/icons/icon12.gif
And besides... that post was pointing out a little typo anyways. http://forum.shrapnelgames.com/images/icons/tongue.gif [ January 26, 2003, 20:49: Message edited by: Imperator Fyron ] |
Re: Frequently Asked Questions for Newbies
16.2.2.1 Use Matryx' Mod Launcher. Instructions are available with the program.
can you add the link for that. not only here, but in the modding sticky. i can't find it. thx. Edit in: thank you thank you thank you. http://forum.shrapnelgames.com/images/icons/icon7.gif [ January 30, 2003, 21:36: Message edited by: couslee ] |
Re: Frequently Asked Questions for Newbies
We can add a link here.
If you want it another place. please post it there yourself. http://forum.shrapnelgames.com/images/icons/tongue.gif v 2.26 Will incorporate later [ January 30, 2003, 18:32: Message edited by: Ruatha ] |
Re: Frequently Asked Questions for Newbies
16.1.4 DevNull Mod - Add: see differences from standard game at http://www.jeffleggett.com/DevNullMod.htm
Binford |
Re: Frequently Asked Questions for Newbies
QUESTION
How do I install the mods, and ship sets? And will adding a mod alter the game other than adding a new race, will they eliminate other races, etc.? ANSWER Ship Set Installation: 1. Unzip all files into your \Space Empires IV\Pictures\Races folder. 2. Copy the EMP files to the Empires Folder in your main SEIV Gold Directory. 3. Copy the Design Names, example "TrekNames".Txt file to the DesignNames Folder in your main SEIV Gold Directory. 4. Start a game, and select EXISTING RACE from the Players Tab. 5. You can edit the race if you want. Just be sure to save your work. Mod Installation: 1. Unzip all files into your \Space Empires IV folder. (Where the Data - Savegame - AI etc folders are) 2. Start a game by altering the Path.txt to say the name of the folder (Mod) instead of NONE, or use the ModLauncher program. (Its on the Gold CD in the Extra Folder) A mod will use all information from SEIV that it does not contain. That is to say if the mod does not use its own ship sets, then it will use the sets from the unmodded game. If it does use its own ships, then you can copy any ship set you want into the MODName/Pictures/Race folder and the Mod will use it. Mods should not erase or replace any information say for the PATH.TXT If the PATH.TXT is altered, you can change it back to normal by opening it in note pad and changing the MODname to None. Then save and close. It is recommended by all that you use the ModLauncher Program. |
Re: Frequently Asked Questions for Newbies
1.2.4 Happiness: Every five percentage points you increase your happiness makes 0,1% people happier every turn. For example if you increase happiness 10% it's the same effect if you have one troop on your every planet.
|
All times are GMT -4. The time now is 08:59 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.