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Re: Devnull Mod Gold: updates and discussion
I think it is. If para only changed existing components, and didnt messed up the order of them within the game files, it will work. If he added new components and added them at the bottom, it will work as well. If he pasted them in between, it wont. Somehow SE4 is made up really weird, it remember the number of components instead of the name, for example if you had a ship with 5 lvl 5 anti-proton beams and those were component numbers 150, then SE4 will always call for number 150 component. Now if a new component was entered before the antiproton beam, its number will have changed to 151..
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Re: Devnull Mod Gold: updates and discussion
It does allow multiple components to exist with the same name though, such as different versions of a component based on the racial traits you possess. The game could store some sort of checksum of the data fields for each component and throw everything into a hash table, alleviating the need to store an array-type index. Unfortunately, this scheme would be broken by modifying the values of any item.
Anything other than an array-type (or hash table) data structure would probably lead to horribly slow access times. Imagine having to potentially scan through the entire list to load the pictures for each component shown in the ship design window. Or worse, the component display sections when viewing a ship design's details. You could reduce this by checking each item you need displayed for every item accessed in the list, but it still won't be pretty. There could be a balance tree storing the components by names, allowing multiple items to exist with the same name. This would allow for far more rapid access times (on the order of the length of the longest component name), but it would be tricky to properly handle multiple components with the same name. How do you differentiate between them while still allowing the data fields (and the name itself) to be changed and maintain savegame compatibility? You could disallow name changes, which is probably ok. But if you allow other fields to be changed, you can't very well use them to differentiate between different components with the same name. Since the tree would have to be rebuilt after reloading the game, we are back to a scheme of ordering components with identical names by position in the file. They at least would have to be kept in the same order, with any new copies added after their position in the file. You could have some fancy "array" that is indexed by component name, but you run into the same problem for components of the same name. |
Re: Devnull Mod Gold: updates and discussion
yeah, still i think the "apply number to component" idea is pretty much the worst, isnt it ?
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Re: Devnull Mod Gold: updates and discussion
1.71 is now listed. Thank you PBW admin!
1.70 should upgrade to 1.71 though I have not tried it. |
Re: Devnull Mod Gold: updates and discussion
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Re: Devnull Mod Gold: updates and discussion
It is a mod option when creating a new game.
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Re: Devnull Mod Gold: updates and discussion
I see, it is a PBW thing only.
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Re: Devnull Mod Gold: updates and discussion
I'm not sure what you mean. You can download it from PBW or from SEnet.
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Re: Devnull Mod Gold: updates and discussion
Thanks. I was just not aware of these download sources. I am still looking at malfador's mod page and there is still 1.70 listed.
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Re: Devnull Mod Gold: updates and discussion
That page is out of date. http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Devnull Mod Gold: updates and discussion
Is it okay if I make a mod that uses the devnull mod's components and techtree (I plan to expand/modify them not just use them as is)? I will give credit of course.
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Re: Devnull Mod Gold: updates and discussion
I think so, yes. Given you give proper credits http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Devnull Mod Gold: updates and discussion
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Re: Devnull Mod Gold: updates and discussion
I'm going to upgrade to 1.71, but after downloading the zip file, I noticed that it looks like the files in it are not self-extracting into the various folders...is there a possibility that the zip could be made into a self-extracting one with the folder structure? Or am I just being stupid here?
thanks, Alarik |
Re: Devnull Mod Gold: updates and discussion
Hmm... it seems to work fine for me. What program are you using to view the archive? Do you happen to have "flat folder view" or a similar option enabled?
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Re: Devnull Mod Gold: updates and discussion
Use this archive manager to extract the Devnull171 folder into your se4 folder. After that you may want to create a Savegame folder inside the Devnull171 folder to reduce confusion (sorry its not there in the first place).
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Re: Devnull Mod Gold: updates and discussion
That's probably what I did. So, of the two possibilities, I guess the second one was accurate (ie: I was just being stupid).
http://forum.shrapnelgames.com/images/smilies/happy.gif Thanks, Alarik |
Re: Devnull Mod Gold: updates and discussion
Thanks to parabolize (and any others). I'm glad for the update to devnull, it is my favorite mod. |
Re: Devnull Mod Gold: updates and discussion
*With his newfound powers in necromancy Rollo twirls a dead cat around his head and pours a keg of mead over the thread.
'Rise thread, RISE!' First of all many thanks to parabolize for doing the last update while I was away. I have started where I left off, and working on the new version for DevnullMod Gold again. From the looks of it will be version 1.80 rather than 1.72, which means older games will not be compatible. Here is what I have done so far: Version 1.80 (special thanks to David E. Gervais and dogscoff) 22.02.2006: * added more positions to Sonne formation * new AI for temporal races: Xiati and Sallega * updates to Cue Cappa/Abbidon AI * raised retrofit Max Percent Difference to 70 * corrected typo in description of normal mounts * corrected typo in description of massive ship mounts * renamed 'Space Yard - Ship' to 'Mobile Space Yard' to avoid confusion with 'Space Yard - Base' * Reactive Armor is only allowed on Ship\Base to prevent exploit with Weapon Platform PD mounts * changed planets.bmp: new asteroids by David E. Gervais * added new asteroid portraits (new pics by David E. Gervais) * changed stats for Incinerator Beam (still needs playtesting) * raised damage for Graviton Hellbore, gave double damage vs. shields, and +20% to hit * raised tech cost for Graviton Hellbore to 10k * added new picture for monster drone by dogscoff * added Single Satellite Tube to make deployment of remote miners and spy sats easier in simultaneous games * updated standard formations from the stock game * added more positions to the custom formations (Hard Flanks, Dark Wing, Cube, etc) * changed values for Massive Planetary Shield Generator (ruins tech) * reduced cost for Emotionless trait * reduced cost for Advanced Power Conservation trait * reduced cost for Mechanoids trait * added new ruins tech (ancient atmospheric processors) * more tweaks to various formations * Supply Storage is now allowed on drones, but not on satellites anymore * Solar Collectors are now allowed on drones, but not on satellites anymore * raised repair capability of higher level space yard facilities * added new intro pic, thanks to David E. Gervais for teaching =) * added new game buttons, by David E. Gervais (note: there is also a .../pictures/game/buttons/main_for_whimps.bmp for non-Viking themed buttons) * added back new formations that were left out in version 1.71 * rolled back changes to SystemTypes.txt, StellarAbilityTypes.txt and QuadrantTypes.txt * added Compact, Triple Threat, Column, Flank, Staggered Flank, Pincer and Pyramid formations from Strategies mod * changed and smoothed population modifiers for worlds with more then 12000 (only effects constructed planets). A fully populated Sphereworld now gets 310% bonus. * removed redundant master computer components from AI designs * added temporal base space yard components (requires temporal tech and base tech, similar to the Space Yard - Base components) * raised bonus for small sensors and ecm components * changed vehiclesize.txt: large hulls are now easier to hit (for example battleships now get a -20% to defense) * spinal mounts and heavy mounts require a battleship hull or bigger * Battle Cruisers get a +10% to hit |
Re: Devnull Mod Gold: updates and discussion
Oh, and here is a peek at my to do list. With some ideas what is to come. Some things that need to be done. Some things that may or may not be. And, ummm, some cryptic stuff that I have no clue what it actually means.
At any rate it is food for thought to do: ====== [?] tweak mounts -> remove the -20 from DN mount and rebalance accordingly [] raise DUC damage slightly and give it 1/2 damage to shields [] look at incinerator beam again for balance [] add new mount for heavy cruiser (size600)? [] Xiati _AI_General file and new .emp files [] copy Xiati files to Sallega ideas: expert fighter pilots trait (gives special cockpit component with +10 combat modifiers, maybe tech tree with better levels), also expert capital ships?, engineers, etc... AI to do: =========[*] Xiati et al. AI (temporal) [] Terran et al.AI (missile/fighter heavy) [] Phong et al. AI (crystalline) [?] replace untweaked AI with newer versions even if racial tech doesn't match? (no crystal AI, yet) [] add new Taera graphics [] check facilty files for Planet - shield generation and change the Phased Shield Generation [] check research of mil sci 2 and adv mil sci [] add supermonitor designs to older design files (EEE, Cuecappa, Vikings, etc..) [] Sergetti+? AI (PPB) [] Taera AI (bio-cryst) [] Sharlon AI psy/org (need permission for shipset?) [] more crossover AIs, need more races (Ixaris? and others) [] revise Amonkrie/Fazrah AI (no offense Geo =) ) [] custom contruction_units files more ideas: crystal amplified thought control centre (+happines in system as a base/ship component. psy/crsytal crossover tech) portable war/death shrine psy/crys crew quarters with repair psy/crys reduced maintenance new stuff (and ruins tech) * cloked sats with gravity warheads (sector damgage like storms) to make unsweepable mines -> (tested it, but the AI doesn't like the sector damage ability) * ancient SY add-ons (expensive, 1000 build rate per add-on) * more engineering levels (see thread) * maintenance red. for bases (and/or ships?). stackable? * emergency propulsion for bases? (doesn't work) * small null space weapons for fighters * finding officers in ruins? * monster lore, type B tech, can be gained only though capture and analysis of monsters -> hints, components, sensors (probably not unless new monster race is added) * ancient tech that gives super weapons when reserch is maxed (for example APB XII + ancient tech = APB XIII) maybe: [] rework shield system [+] rebalance weapons (GHB, IB, HBMissile) [] ablative armor to Weapon platforms? [] add more normal armor IV-VI? [] add more stuff to psy/crys and temp/rel [] crossover tech when all three(?) massive weapon techs have been found (Puke's Sci-Fi Cannon) possible abilities for components (for crosover techs) needs checking if it works: [] check Sector - Sensor Interference [?] training component temp/rel [] check Combat Modifier - System on comps [] check Damage Modifier - System on comps [] check Modified Maintenance Cost on comps [] assimilation warheads (crew conversation) for drones and mines (psy/crys crossover) |
Re: Devnull Mod Gold: updates and discussion
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Re: Devnull Mod Gold: updates and discussion
Damn, that's a helluva lot of work goin' on. I can't wait to see where this ends up.
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Re: Devnull Mod Gold: updates and discussion
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Personally I don't like all the abilities added to standard suns, planets, warppoints, and asteroids. And the AI doesn't like them either. |
Re: Devnull Mod Gold: updates and discussion
I was thinking about making some AI improvements but if you are back I will just dump them on you. http://forum.shrapnelgames.com/images/smilies/happy.gif
Basically I wanted the AIs putting better components on their ships and better facilities on their planets. Like armor, no good reason a large ship shouldn't have 1 Scattering/Stealth/Emissive armor. But its kinda hard to make the AI put on 3 types of armor. So you add them as different abilities; Emissive as armor, Stealth as cloak, Scattering as scanner jammer. You may need to reorder a few components abilities to do it though. As it is right now I think AIs never build Mineral Scanners, Hybrid Eco - Farms or Radioactives Colliders. I think the AIs should build cargo facilities with some weapons platforms. If the AI is crapy at attacking why not make it good at defending? I was also thinking about giving the AI a different ECM/Combat Sensors tech tree that added 40% to each level because the AIs are not training ships no matter how hard I try. Anyway, its nice to have you back. |
Re: Devnull Mod Gold: updates and discussion
You can also use the AI Tags (there's 20 of them) to help the AI choose components as well.
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Re: Devnull Mod Gold: updates and discussion
Also, you may consider giving the AI System - Training facilities instead so they can at least inadvertently train.
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Re: Devnull Mod Gold: updates and discussion
AI improvements would be a welcome addition. http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Devnull Mod Gold: updates and discussion
I still remember when I first played the mod so many years ago. I was like "oh my god you can do this?"
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Re: Devnull Mod Gold: updates and discussion
Good news to see there's going to be a new version of Dev Null. I had a hankering to play so more SE4 last weekend after a break of about a year but it didn't feel right until I remembered about DevNull.
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Re: Devnull Mod Gold: updates and discussion
Thanks for feedback, all.
@parabolize: the AI is actually doing a good job using all kinds of different components and facilities (well, the updated ones anyway). Using different kinds of armor isn't very hard to do, like you said, you just have use the correct abilities. Most races use 3 or 4 (sometimes up to 5) kinds of armor. The Xiati, for example, use steath, scatter, emissive, normal and ablative armor, and later also the hardenered shield generators (which replace the normal armor and/or ablative armor). Mineral Scanners etc are also built, but I agree it is a rare thing and doesn't happen until the late game. I usually have high levels of resource extraction very far down the research list. And then the AI has to find a suitable planet, too. But it's a good idea, I will add that to my notes to make an AI that focusses more on resources and less on military and see how that turns out. Cargo facilities are kind of wasted slots IMO. There is very little a modder can do to actually build units where the actual cargo space is available. Overall the locations for AI contruction is pretty erratic. Besides, domed worlds have had their cargo space doubled (in version 1.60 or 1.70) to mitigate some of the AI (and perhaps player) cargo woes. Giving the AI tech that humans cannot have (AI only tech) is a big no-no for me. Besides from cluttering up the racial traits, I just don't like the AI to cheat (well, besides the AI bonus to make up for general AI inefficiency). But I agree that Sensors and ECM can be a problem, if you look at the stuff that is being done right now, you will see that I am tweaking a lot with to-hit chances. @CaptainKwok: All training facilities (for humans and AI) are system wide in DevnullMod Gold. Again, I am not going to give the AI any tech that humans cannot get. oh, and to prove that I am indeed making progress. Here is some more news: * Battle Cruisers get a +10% to hit * removed level 4 for Base Construction and lowered the requirements to get the Barge hull * made large fighters a bit harder to hit * added +1 innate combat movement to interceptor (medium fighter) * added Afterburners IV component * added Broadsides Mount for ships 600+ * raised damage for Depleted Uranium Cannon, but gave it 1/2 damage to shields * added maintenance reduction to Barge * reduced the minus to-hit for DN mount from -20 to -10 (for now) and finally... duh!!! This is so obvious and mitigates such a great AI woe.. I cannot believe I didn't think of this years ago: * added +15% Defense Bonus to Cloaking Device and gave it the same family number as Steath Armor to prevent stacking |
Re: Devnull Mod Gold: updates and discussion
well, well... making good progress. Not so much work done on the the data files, but giving the Xiati AI some last tweaks before release. Also here is a little thing:
* added two little batch files to install FQM-Quadrants and Classic_Quadrants back and forth Think of this as a quick and dirty version of the mod picker, which lets you choose which types of quadrants you prefer. Now both the FQM and the Classic crowd can be happy =). Also speaking of release earlier... I think I am pretty close to be able to relase this version, but before I do here is some questions. I do this because there are a lot of ideas floating around right now, that will most likely make games from this version 1.80 imcompatibel (again). But I am willing to relase this soon-ish, even if not totally balanced in some cases and still in work, if there is interest and people want to playtest. Question 1: Which AI would you like to see next? a) Fighter and Missile heavy AI (Terrans, Jraenar, etc) b) Crystalline AI (Phong et al.) Question 2: I have read some reports about weak AI in some cases. Well, actually the AI is pretty good (by my standards). It's just that not all of the races have had updates, yet (list of up-to-date and good AI are at the bottom of this post). And if people start games with random races, they are likely to get some of them (all the updated races have .emp files, btw). How would you prefer to handle these not-up-to-par races? a) Temporarily delete them from the mod until they get updated. b) Replace the AI files with copies from the updated races for now, even if that means the races lose some of their characteristic traits and weapon choices. c) Leave them as they are. I don't mind a few punching bags. Question 3: How soon would you like to see this new version released? a) Give us the new stuff NOW! Even if it means I have to start a new game with the next version. b) Nonono, stop breaking our old savegames now, if you are going to do it again with the next update. I'd rather wait longer to get a more polished version later. Alrighty that's about it. Feel free to comment outside the provided choices. Oh, and question4: do you actually play Devnullmod Gold or are planning to do so? =) PS: list of races which have been created or updated by Rollo: Cue Cappa, Abbidon, Norak, Toltayan, Eee, Drushocka, Praetorian, UkraTal, XiChung, Space Vikings, United Flora, Sonne, Monsters. by Geoschmo: Amonkrie and Fazrah |
Re: Devnull Mod Gold: updates and discussion
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Re: Devnull Mod Gold: updates and discussion
Thanks for the feedback PTF. I'll be away for 10 days and after I get back I'll tie up some loose ends in the mod and release a new version.
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Re: Devnull Mod Gold: updates and discussion
Any interest in a proper PBW-games once the final V is released ?
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Re: Devnull Mod Gold: updates and discussion
Any idea on a specific timetable for the new DevNull's release ?
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Re: Devnull Mod Gold: updates and discussion
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If my little sideproject doesn't distract me too much, I should find the time to wrap up this version soon. |
Re: Devnull Mod Gold: updates and discussion
Just because someone wanted to know what the status of the update is and what has been done so far:
Version 1.80 (special thanks to David E. Gervais, dogscoff, Fyron) 23.03.2006: not released yet * added more positions to Sonne formation * new AI for temporal races: Xiati and Sallega * updates to Cue Cappa/Abbidon AI * raised retrofit Max Percent Difference to 70 * corrected typo in description of normal mounts * corrected typo in description of massive ship mounts * renamed 'Space Yard - Ship' to 'Mobile Space Yard' to avoid confusion with 'Space Yard - Base' * Reactive Armor is only allowed on Ship\Base to prevent exploit with Weapon Platform PD mounts * changed planets.bmp: new asteriods by David E. Gervais * added new asteroid portraits (new pics by David E. Gervais) * raised damage for Incinerator Beam and gave it +10/15/20 to-hit * raised damage for Graviton Hellbore, gave double damage vs. shields, and +20% to hit * raised tech cost for Graviton Hellbore to 10k * added new picture for monster drone by dogscoff * added Single Satellite Tube to make deployment of remote miners and spy sats easier in simultaneous games * updated standard formations from the stock game * added more positions to the custom formations (Hard Flanks, Dark Wing, Cube, etc) * changed values for Massive Planetary Shield Generator (ruins tech) * reduced cost for Emotionless trait * reduced cost for Advanced Power Conservation trait * reduced cost for Mechanoids trait * added new ruins tech (ancient atmospheric processors) * more tweaks to various formations * Supply Storage is now allowed on drones, but not on satellites anymore * Solar Collectors are now allowed on drones, but not on satellites anymore * raised repair capability of higher level space yard facilities * added new intro pic, thanks to David E. Gervais for teaching =) * added new game buttons, by David E. Gervais (note: there is also a .../pictures/game/buttons/main_for_whimps.bmp for non-Viking themed buttons) * added back new formations that were left out in version 1.71 * rolled back changes to SystemTypes.txt, StellarAbilityTypes.txt and QuadrantTypes.txt * added Compact, Triple Threat, Column, Flank, Staggered Flank, Pincer and Pyramid formations from Strategies mod * changed and smoothed population modifiers for worlds with more then 12000 (only effects constructed planets). A fully populated Sphereworld now gets 310% bonus. * removed redundant master computer components from AI designs * added temporal base space yard components (requires temporal tech and base tech, similar to the Space Yard - Base components) * raised bonus for small sensors and ecm components * changed vehiclesize.txt: large hulls are now easier to hit (for example battleships now get a -20% to defense) * spinal mounts and heavy mounts now require a battleship hull or bigger * Battle Cruisers and Heavy Destroyers get a +10% to hit * removed level 4 for Base Construction and lowered the requirements to get the Barge hull * tweaked offense and defense bonus for fighters * added +1 innate combat movement to interceptor (medium fighter) * added Afterburners IV component * added Broadsides Mount for ships 600+ * raised damage for Depleted Uranium Cannon, but gave it 1/2 damage to shields * added maintenance reduction to Barge * reduced the minus to-hit for DN mount from -20 to -10 (for now) * added +15% Defense Bonus to Cloaking Device and gave it the same family number as Steath Armor to prevent stacking (old Cloak family number was 26) * added two little batch files to install FQM-Quadrants and Classic_Quadrants back and forth (thanks Fyron) * added Massive Point Defense, Computer Virus, and Repulsor Beam as ruin techs * added Applied Science Fiction Lore tech area that opens up once all massive weapon are found. The tech area gives infamous Sci-Fi Canon Cannon. In full tech games it is recommended to turn Applied Science Fiction Lore OFF. * added proto-mineral scanners, eco-farms, and rad colliders, which function as placeholder and regular extraction facilities, but can be upgraded once the tech is available (good for AI and can reduce human micromanagement if the upgrade button is used), same for system scanners etc. * removed some of the imbalances between Methane and other atmospheres, as well as Ice and Rock planet types * updated /Data/FQM_systems with the FQM standard v1.23 files * revised all weapon mounts * lowered the minus to-hit per distance to 5 and the base to-hit chance to 85 * slightly reduced all defense bonuses for components. ECM is now 17/36/56, other components were balanced accordingly * lowered size and structure for cloaking devices to 30kt, higher level cloaks increase the ECM bonus slighty compared to stealth armor. * added Space Tugs vehicles and mounts to pull artificial stellar moon components into place * removed System Fleet Training Facilities * toned down bonus for System Ship Training Facilities, and the Psychic Training Facilities * changed family (2051) and weapon number (53) for Psychic Stun Crystal (was sharing same with mental flailer before) * added prototype facilities for research and intel as well * tweaked all AI_construction_facilities queues to include modifying facilities sooner * tweaked all AI_construction_facilities queues to include planet shields * revised personality groups: AI that share many files and/or race techs are now grouped together, non-updated AI have their chances to be placed greatly reduced * added new Taera graphics and gave them a copy of the UkraTal/Xichung AI for now, also added the insect.txt to /dsgnname * changed description of the PDC to make clear they only shoot seekers and sweep mines * raised damage of Mini-PDCs and gave them AI Tag 01 * slighty raised/smoothed the damage resistence of some seekers (CSM, Plasma Missile, Crystalline Torpedo) |
Re: Devnull Mod Gold: updates and discussion
...and a synopsis of the above:
* new AI for temporal races: Xiati and Sallega * lots of tweaks to other races that should improve performance * fixed an exploit with Weapon Platform PD mounts and Reactive Armor * improved weapon balance * lots of new ruins techs, including the infamous Sci-Fi Canon Cannon * graphical updates * now supports both FQM (full implementation) AND classic Quadrants * lots of tweaks involving to-hit chances * revised mounts * races with non-revised AI are now added very sparsely or not at all * and more maybe still to come (or in next update): * higher levels of Engineering with nifty multipurpose components |
Re: Devnull Mod Gold: updates and discussion
Rollo, I added Atrocities Imperial Shipset to your 1.71 devnull mod and when I load the game windows gives me a load error window for 'Imperial 2k.emp'.
I added the 2k, 3k and 5k .emp Imperial files to the Devnull Empire folder as asked of me by the readme and I dropped the imperial.txt into the Devnull Dsgnname folder. The imperials load on the standard game, but not with your mod. What do I need to do to get them to work? |
Re: Devnull Mod Gold: updates and discussion
Don't use the .emp files. Make new ones.
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Re: Devnull Mod Gold: updates and discussion
yep, .emp files are mod specific most of the time.
If the \data\RacialTraits.txt of two mods are different, then the .emp files are not portable. |
Re: Devnull Mod Gold: updates and discussion
Ok, well I created a new race and just used the shipset, but I have no ship names. Ideas?
Oh, and the system map wouldnt come up till I replaced all aytocities text files with those of the Devnul's vikings. Im sure another race woulda worked as well... But atrocities text files did not. |
Re: Devnull Mod Gold: updates and discussion
The race is using a design names file that is not present in the mod.
Design Names Anthology has nearly every design name file in it. You could stick em in your stock folder, then remove the ones from mods (move the files over first just in case DNA is missing some). http://dna.spaceempires.net |
Re: Devnull Mod Gold: updates and discussion
Hehe, ok, I'll bite. What do i need to do to get it to show?
In the Dsgnname folder I put the Imperial.txt. In the Race folder's Imperial_AI_General.txt, the line: Design Name File := imperial.txt matches with whats in the dsgname folder. Is there something more to it? |
Re: Devnull Mod Gold: updates and discussion
Are you loading an empire file or letting the AI generate randomly? Or creating the empire manually? Did you put it in the Devnull folder or the stock folder?
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Re: Devnull Mod Gold: updates and discussion
Put devnull mod in the same folder as the exe. Load it up on the launcher and ive confirmed 4 sur that its the devnull mod im playing.
Ive dropped the imperial.txt into devnulls dsgname folder witht he rest of them. There is also a duplicate in the stock folder. The race pic and txt files are also in devnulls proper folders. Its all where its supposed to go. The game would not load a system map for a new game with atrocities imperial shipset when I chose 'Add New' and selected the star wars pics for my race I created since the .emp's wouldnt work. Only until after I replaced and renamed all the txt files in the Imperial race folder with Devnulls Vikings (I'm sure any custom race would have worked from devnulls) would the system map show. All other times it was blacked out. I have the vikings political traits, annoying, and no ship names, further annoying, and it just doesnt feel complete. I feel I am playing a poor patch. Im not into my game as much as Id like to be. What can I do to fix it? |
Re: Devnull Mod Gold: updates and discussion
**Don't use EMPs**
They don't work in mods that use a different race setup, for obvious reasons. Just create a new race, and you'll be fine. Type in whatever descriptions you like, select whatever ship name list you like via the dropdown. --- Occasionally you won't see the system view the first time you run a mod. Just save and reload the game. It only happens the first time, so nobody has been able to figure out why. |
Re: Devnull Mod Gold: updates and discussion
I don't quite get the problem. Do you want to use the Imperials as an AI race or your own?
If the latter, just create the race traits as you like in the game setup and select your designnames in the dropdown. Don't need any AI_files for that. |
Re: Devnull Mod Gold: updates and discussion
It doesnt work otherwise, Rollo. And im not using emp's SJ.
I dont know why it gives me a blacked out system screen when I use the Imperial txt files. Only works for me as a playable race when I use the vikings txt from devnulls. Thats why I need help. When is the new version ready? Mb this one is just fubared. |
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