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Does the 1.50 Mod work with the 1.27b patch?
To all SEIV gamers...
I plan doing a clean install of SEIV and applying the new new patch, my question is does the 1.50 Mod work with this new new patch or should I wait till a new Mod comes out? Finally, will the Mod overwrite some of the improvements made by MM? Please help. |
Re: Does the 1.50 Mod work with the 1.27b patch?
At first glance the files should certainly be compatible (unlike the 2nd patch, which added several lines to some of the AI files and made the AI mods temporarily obsolete). However, the AI scripts in AI Mod Pack 1.50 were not optimized for several tactics that MM has now fixed so such as cloaking, ramming, proper troop use, defense base use, APB use at higher levels, specific AI race strategies, etc. In addition, Mephisto's design modifications for all the AI races were actually put into the patch by MM, so we don't want people overwriting those files. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif We will all be trying to get our respective mods updated and expanded based on these features now working over the next week or so and hope to have a new Version out late next week.
[This message has been edited by Tampa_Gamer (edited 22 February 2001).] |
Re: Does the 1.50 Mod work with the 1.27b patch?
Actually, I think the Darlok files are causing a range check error upon generating a new game. The game gets to the point where it is placing players and it gives the RCE.
I tried a few other things, like switching out my modded components.txt file and such and then moved all the custom shipset directories out of the races directory. RCEs vanished after several new game starts. As soon as I put the Darloks in the races directory and started games I got the RCE back, so it might be them. It could be a file I was viewing for the Darloks was saved accidently using notepad w/word wrap, but I'm not certain. I'm going to go look at it later today when I get off work. ------------------ -- "What do -you- want?" "I'd like to live -just- long enough to be there when they cut off your head and stick it on a pike as a warning to the next ten generations that some favors come with too high a price. I would look up into your lifeless eyes and wave like this..." *waggle* "...can you and your associates arrange that for me, Mr. Morden?" |
Re: Does the 1.50 Mod work with the 1.27b patch?
I started a new game with Darlok, Sergetti and some others defined as human players, later on I played myself one of the races and turned the other humans to computer control with all AI on. Works fine, no RCE's.
------------------ PERHAPS THIS IS A GOOD DAY TO DIE <Worf facing another critical fight> |
Re: Does the 1.50 Mod work with the 1.27b patch?
Interesting... I'll have to check later tonight. It's just that the problem vanished when I moved all the custom shipsets out and suddenly reappeared when I loaded the Darloks in. (I was putting each race in one at a time, then removing it and replacing with another..)
------------------ -- "What do -you- want?" "I'd like to live -just- long enough to be there when they cut off your head and stick it on a pike as a warning to the next ten generations that some favors come with too high a price. I would look up into your lifeless eyes and wave like this..." *waggle* "...can you and your associates arrange that for me, Mr. Morden?" |
Re: Does the 1.50 Mod work with the 1.27b patch?
Started a new game w/the 1.27 patch after having to reinstall SE4. Had previously loaded the Mod pack w/the 4 new races (darlock, EA, sergetti, & xiati?)... after reinstall, they were still there so added em as existing empires (5000 point level) and let the computer pick a high level of new players (no nuetrals)...
Game started fine (also reset the max systems to 250), map was a cluster, all Warp points not connected setting, and have had no problems so far - 60 turns into the game so far. ------------------ Character is best defined as that which you do when you believe nobody is watching. |
Re: Does the 1.50 Mod work with the 1.27b patch?
I will look into it this weekend (another 13+ day here at work) anyway, we are trying to put out a very quick update of the AI Mod Pack early next week for everyone.
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Re: Does the 1.50 Mod work with the 1.27b patch?
Been using them withoutRCE's too. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
------------------ "We've made too many compromises already, too many retreats! They invade our space and we fall back -- they assimilate entire worlds and we fall back! Not again! The line must be drawn here -- this far, no further! And I will make them pay for what they've done!" -- Patric Stewart as Captain Picard UCP/TCO Ship Yards |
Re: Does the 1.50 Mod work with the 1.27b patch?
AND another game started. I'm testing some new races as well as the Narn Beta. Now in turn 98, still looks good. All races of you combined modders are included. I will go up to turn 200 and report to Mephisto http://www.shrapnelgames.com/ubb/ima...ons/icon10.gif
------------------ PERHAPS THIS IS A GOOD DAY TO DIE <Worf facing another critical fight> |
Re: Does the 1.50 Mod work with the 1.27b patch?
I have both continued an existing game and started a new one (aboout turn 50-60 there) and so far nothing unusual to report.
I have MOD pack 1.50 plus God Emperor and SunDevil's MODs loaded. Plus 1.27. |
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