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-   -   "The Miner's Guild" Mod discussion thread. (http://forum.shrapnelgames.com/showthread.php?t=11309)

David E. Gervais February 16th, 2004 10:04 PM

Re: "The Miner\'s Guild" Mod discussion thread.
 
Both the 'Prospector' and 'Mining Base Ship' have -90% Maintenance. So you be the judge. http://forum.shrapnelgames.com/images/icons/icon12.gif

Cheers! http://forum.shrapnelgames.com/images/icons/icon10.gif

David E. Gervais February 17th, 2004 02:22 AM

Re: "The Miner\'s Guild" Mod discussion thread.
 
Quote:

Originally posted by Imperator Fyron:
Ok what did I miss here? http://forum.shrapnelgames.com/images/icons/tongue.gif
<font size="2" face="sans-serif, arial, verdana">The Race pic for my Spelunkers is Bounty Bob. From a GREAT old game called Miner 2049'er (and Bounty Bob Strikes Back the sequel) The song "Oh my Darling Clementine" is the music that played when you started the game.

If you would like to experience the Greatness yourself, go here..
Miner 2049'er and Bounty Bob Emulator

I hope this explains everything to your satisfaction.

Cheers! http://forum.shrapnelgames.com/images/icons/icon10.gif

Puke February 17th, 2004 06:14 AM

Re: "The Miner\'s Guild" Mod discussion thread.
 
wow, neat. I used to love miner 2049er.

you know, its awfully easy to make profitable ships with this thing - ones that do not even require mining. the maintenance reduction is so high for some of the hulls, a little race bonus should put you over the top.

Fyron February 17th, 2004 06:23 AM

Re: "The Miner\'s Guild" Mod discussion thread.
 
I think that the racial bonus and the vehicle ability stack multiplicitively, not stack linearly. So, you can not get lower than 0% maintenance unless the ship has a reduction of greater than 100, or you alter the settings so that you can take more than 100 points in maintenance reduction.

gregebowman February 19th, 2004 05:43 PM

Re: "The Miner\'s Guild" Mod discussion thread.
 
Quote:

Originally posted by David E. Gervais:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Nocturnal:
Pretty nifty new graphics. When I try to start a new game, it can't access the empire files by the default folder.

<font size="2" face="sans-serif, arial, verdana">I'm not quite sure what you mean, but the mod should be in it's own folder. The default empire files wouldn't work with this mod anyway. there are new race traits and cultures.

Are you using the ModLauncher to run the game? It should set up the paths for you. If not, get it off the se4:Gold CD. It's worth it. (you can have several mods installed at the same time.)

Cheers! http://forum.shrapnelgames.com/images/icons/icon10.gif
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">David, i had the same problem the other day when I finally started to play this mod. I went to the existing races button, and nothing came up. My mod is in it's own folder, but for some reason the computer can't find your races folder. I had to create my own race. What can be done to fix this?

Suicide Junkie February 19th, 2004 06:09 PM

Re: "The Miner\'s Guild" Mod discussion thread.
 
Let the game generate races randomly.
Then save their .EMP files.

That's all.

I have almost never added AIs by their EMP files, myself. Unknown aliens for an unknown universe.

gregebowman February 19th, 2004 07:24 PM

Re: "The Miner\'s Guild" Mod discussion thread.
 
Quote:

Originally posted by Suicide Junkie:
Let the game generate races randomly.
Then save their .EMP files.

That's all.

I have almost never added AIs by their EMP files, myself. Unknown aliens for an unknown universe.

<font size="2" face="sans-serif, arial, verdana">Ok, thanks, SJ. I'll do that the next time I play the mod.

David E. Gervais February 19th, 2004 09:22 PM

Re: "The Miner\'s Guild" Mod discussion thread.
 
Since this is a mod of the Devnull Mod, I suggest you grab the .emp files from it and copy them to the empires folder in the MinersGuild_Mod. As for the new Race, I added them to the 'Quick Start' races and you can choose their portrait/shipset in the new race selection. But never thought of creating .emp files for them, seeing that they meant to be a player race, not AI. I didn't see the point. Most if not all players prefer to create their own races anyway. I don't think I have ever played 'existing empires'. But I might be wrong.

Cheers! http://forum.shrapnelgames.com/images/icons/icon10.gif

Rollo February 19th, 2004 10:43 PM

Re: "The Miner\'s Guild" Mod discussion thread.
 
Quote:

Originally posted by David E. Gervais:
Since this is a mod of the Devnull Mod, I suggest you grab the .emp files from it and copy them to the empires folder in the MinersGuild_Mod...
<font size="2" face="sans-serif, arial, verdana">nonono, all wrong.

*klonks David over the head with a Shovel.

Since you added new racial traits, the old Devnull Mod Gold .emps won't work anymore.
That's why you deleted them in the first place, remember? http://forum.shrapnelgames.com/images/icons/tongue.gif

[ February 19, 2004, 20:45: Message edited by: Rollo ]

gregebowman February 19th, 2004 10:54 PM

Re: "The Miner\'s Guild" Mod discussion thread.
 
Quote:

Originally posted by David E. Gervais:
Since this is a mod of the Devnull Mod, I suggest you grab the .emp files from it and copy them to the empires folder in the MinersGuild_Mod. As for the new Race, I added them to the 'Quick Start' races and you can choose their portrait/shipset in the new race selection. But never thought of creating .emp files for them, seeing that they meant to be a player race, not AI. I didn't see the point. Most if not all players prefer to create their own races anyway. I don't think I have ever played 'existing empires'. But I might be wrong.

Cheers! http://forum.shrapnelgames.com/images/icons/icon10.gif

<font size="2" face="sans-serif, arial, verdana">Ok. I'm just not used to that. Most mods have existing races, with the .emp files included. But if I got to create my own race, that's no problem.


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