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Re: A pirates life for me...
SJ : Your Modinfo.txt had "Modinfo2 " as the first line when it needs to be "Modinfo2"
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Re: A pirates life for me...
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>SJ : Your Modinfo.txt had "Modinfo2 " as the first line when it needs to be "Modinfo2"<HR></BLOCKQUOTE>sheesh. I took me a while to figure out what you were saying was wrong http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
I guess that space got added when I copied from your example using my web browser. Whitespace problems are annoying... might that be easily tweakable (by stripping out spaces from the strings)? Anyways, I removed a bunch of trailing spaces, and the new zip should be easier on your modpicker. [This message has been edited by suicide_junkie (edited 23 August 2001).] |
Re: A pirates life for me...
I'll update my Mod Picker in a day or two to counteract a couple of trailing space errors I've seen.
Shouldn't be too hard http://www.shrapnelgames.com/ubb/images/icons/icon7.gif |
Re: A pirates life for me...
I still am so confused...
Please explain this to me like a six-yearold.. If I install the P&N 2.3 does it overwrite my TDM? If no, then will the TDM races be available to play? Will they play properly? What is the P&N 1.7???? Do I need a create a new directory for the P&N 2.3 mod, and and how will I play it. Currently the path is directed towards the TDM stuff. Where does the AI Patcher come into play? Finally, Matryx has a mod switcher how does that factor in? Sorry about the multiple questions but it si soooo confusing. I really want to play this mod but I don;t want to disturb my current game under the TDM Mod. Please help? Remember to make it simple as possible. |
Re: A pirates life for me...
Firstly, I'll make the assumption that you have TDM installed in a directory called TDM or similar rather than overwriting the base data files (which would be a bad idea)
Next:- If you install P&N 2.3 it will *NOT* overwrite your TDM mod (disclaimer: unless you install it into the same directory which would be a bad idea) when you download the zip file, extract the contents (keeping folder structure) to your SE4 directory. This will create a SuicideJunkieMods directory under which will be Pirates and nomads. Now, my recommendation is you 'Cut' the P&N directory out of SuicideJunkieMods and 'Paste' it into your SE4 directory, then delete the SuicideJunkieMods directory. Sometimes it's nice to keep all the mods ordered like SJ does. Indeed I do too, but in this case when you only have 2 mods I dont think it's needed and it'll just complicate things. Next. Download my Mod Selection Utility (the link is in my signiature) The readme.doc explains how to use it but it's fairly easy to understand anyway. Using my Mod Picker means you wont have to continuously edit the path.txt file to change which Mod you want to run. By doing all of this you have 2 completely separate mods. This means the TDM races will *not* be available in Pirates And Nomads. SJ will need to explain about his AI patcher as I know nothing about that. I think I have covered everything. If I haven't answered anything correctly / completely then just ask again or call me incompetent ------------------ The Unofficial Space Empires 4 Mod Utility V2.0 ------------------ Download as a .ZIP <HERE> Download as a .RAR <HERE> Download as a .ACE <HERE> Check a Screenshot of it<HERE> Check an Alpha Shot of my Mod Editor (Unreleased) <HERE> |
Re: A pirates life for me...
Thank you Matryx
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Re: A pirates life for me...
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>What is the P&N 1.7????<HR></BLOCKQUOTE>P&N v1.x are Versions of P&N without the fancy propulsion scheme in P&N v2.x
P&N 1.7 is the second-Last Version 1 P&N, followed by "P&N Classic", which includes classic propulsion with a few more cool techs from P&N v2. <BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>By doing all of this you have 2 completely separate mods. This means the TDM races will *not* be available in Pirates And Nomads.<HR></BLOCKQUOTE>To make the TDM AIs available in P&N, just copy the TDM AI files over top of my AIs, then run the AIPatcher on them. Don't worry about messing up P&N, since you can reinstall any time. NOTE: TDM AIs are optimized for standard SE4. I suspect that most of them will be set up to produce tons of minerals at the expense of other resources. This could be a handicap, since radioactives are much more important in P&N v2. Adding Races to P&N v2 1) copy AI files (into the same place as the other AIs "images\AI" I think.) 2) Download and run my AIPatcher. 3) Check the box in the top right corner to make the process faster (though you can ruin P&N this way, that's no big deal) 4) Click browse, and find the P&N AI you wish to patch. Select its "AI_general.txt" and hit OPEN 5) Click the "Patch AI General" button once 6) Click browse, and find the "AI_designCreation.txt", then press open. 7) Click "Patch AI Design" once 8) Repeat steps 4-7 for any other AIs that you've added. 9) Have fun with P&N Before patching any files, the AI patcher will create a backup copy. It will then read through the AI file, spitting out a ".txt.patched" file with P&N v2 changes. If you leave the checkbox in the top right unchecked, then you will have to replace the original files with the ".txt.patched" files manually before the AIs will work properly. Trouble Shooting: AKA, if I missed a step. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif - When checked, the box in the top right will cause the AI Patcher to automatically overwrite your AI's files as they are patched. Trying to Patch a Patched file the second time will ruin it. If you left the box unchecked, or if you checked the box and hit "Patch AI _____" twice, then you will have to do some manual file moves or start over with that AI. If you have the box checked, and clicked one of the Patch buttons twice, you can recover. The ".txt.bak" file will be a backup of the Patched-Once AI, so replace the original with this backup and continue. If you have pressed the patch button more than once, you must delete the AI and start over. To get "add existing race" AIs 1) Start a game with lots of random AIs, plus yourself. 2) On turn 1, go into the file menu (looks like a checklist), and choose "players" 3) Uncheck all of the players (IE. make 'em human controlled) 4) As each player's turn starts, open the file menu, and choose "Same Empire" 5) Give each AI empire a recognizable name, such as "Phong 2000 RP" (RP=racial Points) 6) Repeat steps 4-5 for every player except your own. 7) Repeat steps 1-7 until you have lots of EMP files built up. ------------------ The latest info on Pirates & Nomads (forum thread). -<Download V2.3>- (just extract to your SE4 folder) -<Download P&N Classic>- (The final release of P&N v1.x, just extract to your SE4 folder) -<Download compatible EMPs for P&N v1.2 through v1.7>- -<Download SJs latest AI Patcher>- Visit My Homepage Other Links: -<Play By Web>- -<Schlock Mercenary>- (great space-based webcartoon) -<First Strip>- -<8-bit Theater>- (fun comic with the pixellated FF1 characters) <SE4Code> MpN R*-A RM(L) RP+ TCP- Fq++ FR!++ P? A+/- Sf+ Nd- L $ M++++ Pw!+ </SE4Code> [This message has been edited by suicide_junkie (edited 24 August 2001).] |
Re: A pirates life for me...
Pirates and Nomads V 2.3 is now supprted for games on PBW. Enjoy!
Geoschmo |
Re: A pirates life for me...
/me bumps cool topic thread
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Re: A pirates life for me...
Warning: A small addition for those of you using P&N v2.
Before playing P&N v2.0 through v2.3 Extract the attached ZIP to your P&N modfolder (typically, "SE4\SuicideJunkieMods\Pirates&NomadsV<Version#>"). It will place new ShipDesign files in Pictures\Races\<AI>, and you are finished. For P&N games in progress Apply the patch, and restart SE4. The patch is fully compatible with all savegames, and will not have any effect, except on future AI Baseship designs. When running my AI Patcher: Choose an "engine factor" of at least 45 to prevent illegal AI designs from causing deadly RangeCheckErrors in game. Edit: In fact, 42 is the theoretical limit before the AI can design itself an RCE. in theory... If you get an RCE, and were using older AI files, you must either repatch the AIs from original copies, or use the attached file. [This message has been edited by suicide_junkie (edited 01 September 2001).] |
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