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Re: Space Empires IV: Data/Sound/Graphic *DELETED*
Post deleted by Mephisto
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Re: Space Empires IV: Data/Sound/Graphic *DELETED*
Post deleted by Mephisto
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Re: Space Empires IV: Data/Sound/Graphic
Here is a program I made that lets you view all the techs,components,facilities,vehciles and itel project and prvides links to each other. (read the short help file for the non obvious things you can do) Currently I am upgrading the program so you can edit all the things.
(updated June 17 so will work in SE4 installed in non default directory (memo to self. enable error check routines when compiling! Doh! ) Tech/Component/Facility Viewer If you know your system can run a VB6 program here is a much smaller link with the exe only Viewer EXE only [ June 18, 2002, 01:58: Message edited by: DavidG ] |
Re: Space Empires IV: Data/Sound/Graphic *DELETED*
Post deleted by Mephisto
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Re: Space Empires IV: Data/Sound/Graphic *DELETED*
Post deleted by Mephisto
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Re: Space Empires IV: Data/Sound/Graphic
Great Naval Battles For Space Empires IV Gold
Patch 1.01 Release! GNB Patch 1.01 (1.56 MB in size - future patches will only be 100k) ********** Fixed Components.txt File (32 KB ZIP) (original 1.01 patch made bases unusable due to errors in life support/crew quarter component data fields) ***************** First of all, I'd like to apologize to all of you for releasing GNB in such an unfinished form...but I had to do it to light a fire under my *** to get me to WORK WORK WORK, and FINISH FINISH it after a year's worth of fiddling around. This Version should work. As before, send all comments/complaints/ideas to rrc3813@yahoo.com Seven AI races are now used in this. Don't expect anything TOO bright from them, as they pretty much research and design ships in the same way.... John Beech's Ship Set: "Neo-Canadians" is supported now in GNB, and is included in the patch, mostly because I'm 50% Canadian Anecestry http://forum.shrapnelgames.com/images/icons/icon10.gif . The minor changes to it are: -Fixing the Canadian Flag to be cleaner. -Changing the Ruler's name and title to one of my canadian friends. -Changing the AI so it works with GNB. Weapons platforms are still pretty much useless, as I have a LOT of work to do on them still, mostly involving the tedious work of copying the component data for everything and making duplicates of them using the WeapPlatform tag. But everything else has been fiXored, and lots of new stuff is included, and it's all been playtested somewhat by me. I've split the Ship Yards into three different areas: Deepdock (component for bases - Fastest shipyard due to zero G assembly line) Planetary Yard (facility for colonies - 2nd fastest due to sheer size) Mobile Ship Yard (component for ships - slowest due to fact it has to fit on a moving ship) INSTRUCTIONS: Download the patch. Go into your /GNB_Mod directory and delete the following folders: AI DSGNNAME Then Go into the PICTURES directory and delete the RACES folder. Unzip the 1.01 Patch into the GNB_Mod Directory using the folder option of Winzip, and PLAY! [ June 18, 2002, 10:17: Message edited by: MKSheppard ] |
Re: Space Empires IV: Data/Sound/Graphic *DELETED*
Post deleted by Mephisto
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Re: Space Empires IV: Data/Sound/Graphic *DELETED*
Post deleted by Mephisto
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Re: Space Empires IV: Data/Sound/Graphic *DELETED*
Post deleted by Mephisto
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Re: Space Empires IV: Data/Sound/Graphic
Since things have quieted down, here are the latest Imagemod files:
CombatPackV8.zip (49 kb) ComponentPackV11.zip (5,038 kb) FacilityPackV8.zip(1,982 kb) PlanetPackV6.zip(4,305 kb) These are all fully backwards-compatible with standard SE4. Simply unzip all of the files into the respective pictures folders. combatpack into pictures\combat planetpack into pictures\planets and so on... The Last thing left to do is replace your minis: components.bmp gets replaced by newcomponents.bmp facilities.bmp gets replaced by newfacilities.bmp and so on... This will not affect the unmodded game, and so it can replace the original picture files without harm. |
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