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-   -   Old mods and the new patch (http://forum.shrapnelgames.com/showthread.php?t=11438)

spoon February 26th, 2004 01:29 AM

Old mods and the new patch
 
Just thought it might be helpful to have all the differences in v1.91 data files listed in one place to help with updating your mods. Please add anything that I missed...

settings.txt -- the only difference is the v1.91 files have the smoothed pop bonuses, so you can just cut-n-paste them into your settings.txt. Don't forget the first line:

Number Of Population Modifiers := 101


components.txt
- Header info (for the optional lists). Obviously you don't have to copy this over if you don't want to...
- Beta Displacement Pulser and Ionic Concussion BLaster now have "Component Destroyed On Use" as an ability.
- Small Graviton Beams now have Gravitational Weapons as their research requirement (instead of tractor/repulser)

facility.txt
- Mineral Scanners, Eco-farms, and Radioactive Colliders (and their Systemwide Versions) all have their values changed:

2. Changed - Mineral Scanner I, II, III have had their modifiers increased to 15%, 30%, 45%.
3. Changed - Hybrid Eco - Farms I, II, III have had their modifiers increased to 15%, 30%, 45%.
4. Changed - Radioactives Collider I, II, III have had their modifiers increased to 15%, 30%, 45%.
5. Changed - System Mineral Scanner I, II, III have had their modifiers increased to 15%, 30%, 45%.
6. Changed - System Eco - Farms I, II, III have had their modifiers increased to 15%, 30%, 45%.
7. Changed - System Radioactives Collider I, II, III have had their modifiers increased to 15%, 30%, 45%.

[ February 29, 2004, 05:39: Message edited by: spoon ]

Argitoth February 26th, 2004 01:39 AM

Re: Old mods and the new patch
 
what is smooth pop bonus?

narf poit chez BOOM February 26th, 2004 02:29 AM

Re: Old mods and the new patch
 
pop bonuses go up by 1% instead of 10%.

Aiken February 26th, 2004 02:45 AM

Re: Old mods and the new patch
 
Abilities.txt:

Added:

AI Tag 01
...
AI Tag 20

# Will force AI to use specific component

Generate Points Minerals
Generate Points Organics
Generate Points Radioactives
Generate Points Research
Generate Points Intelligence

# Will generate corresponding points for an empire each turn.

Sinapus February 26th, 2004 03:01 AM

Re: Old mods and the new patch
 
How are the AI Tags used?

Suicide Junkie February 26th, 2004 03:10 AM

Re: Old mods and the new patch
 
Add a new ability to Components or facilities, with the ability type of "tag ##"

Then the AIs can ask for that ability in their designs and facility queues.

Fyron February 26th, 2004 03:14 AM

Re: Old mods and the new patch
 
I was kind of hoping it would not be limited to just 20... :-\

Fyron February 26th, 2004 06:33 AM

Re: Old mods and the new patch
 
Can a moderator please sticky this? It is important info for modders. Thanks.

Ed Kolis February 26th, 2004 04:08 PM

Re: Old mods and the new patch
 
Quote:

Originally posted by Imperator Fyron:
I was kind of hoping it would not be limited to just 20... :-\
<font size="2" face="sans-serif, arial, verdana">Well it's really 40, because you can use the same one on a facility that you use for Something Completely Different (tm) on a component, since they're called for by different AI files. But yes, I was hoping for something along the lines of using the ability's Value 1 to specify what you want... http://forum.shrapnelgames.com/image...s/rolleyes.gif Oh well, you take what you can get http://forum.shrapnelgames.com/images/icons/tongue.gif

Fyron February 26th, 2004 11:36 PM

Re: Old mods and the new patch
 
Spoon, you missed one.

Components:
- Ionic Concussion BLaster has destroyed on use now as well.

AMF February 28th, 2004 06:02 PM

Re: Old mods and the new patch
 
Can anyone out there confirm or deny that DevNull 1.7 works with the new patch? I am hosting a few games with it, and would like to upgrade, but want to ensure that the game will work...

thanks,

Alarik

Fyron February 28th, 2004 09:18 PM

Re: Old mods and the new patch
 
All mods that work with SE4 Version 1.84 will automatically work fine with the new patch.

AMF February 28th, 2004 10:13 PM

Re: Old mods and the new patch
 
"automatically?"

Gads, but I'm scared of those words in contexts like this...


Quote:

Originally posted by Imperator Fyron:
All mods that work with SE4 Version 1.84 will automatically work fine with the new patch.
<font size="2" face="sans-serif, arial, verdana">

Fyron February 29th, 2004 12:15 AM

Re: Old mods and the new patch
 
Automatically, as in, if the mod worked with 1.84, it will have 0 problems working with 1.91. Install any mod designed for 1.84 into SE4 1.91, and it will work fine. Better, in fact, in many cases, due to improved hard coded AI behavior. http://forum.shrapnelgames.com/images/icons/icon7.gif

Additionally, MM made sure to keep savegames made with 1.84 compatible with the upgrade to 1.91. So, 1.84 savegames should work fine with 1.91 as well (once the PBW host processes the turn with 1.91, for PBW games).

[ February 28, 2004, 22:24: Message edited by: Imperator Fyron ]

spoon February 29th, 2004 04:29 AM

Re: Old mods and the new patch
 
Quote:

Originally posted by Imperator Fyron:
All mods that work with SE4 Version 1.84 will automatically work fine with the new patch.
<font size="2" face="sans-serif, arial, verdana">Since the DevNull mod uses its own data files, you won't see any of the changes in the v1.91 Gold data files(ie, no smoothed population bonuses or destroy-on-use storm components). But other than those very few issues, a DevNull 1.70 game should run fine with v1.91 Gold.

Fyron February 29th, 2004 06:34 AM

Re: Old mods and the new patch
 
Spoon, for ease of reference, can you please edit your initial post to include the change to Ionic Concussion BLaster?

AMF February 29th, 2004 06:43 AM

Re: Old mods and the new patch
 
I really need to learn to start using the "sarcasm" tag...

http://forum.shrapnelgames.com/images/icons/icon7.gif

thanks,

Alarik

Quote:

Originally posted by Imperator Fyron:
Automatically, as in, if the mod worked with 1.84, it will have 0 problems working with 1.91. Install any mod designed for 1.84 into SE4 1.91, and it will work fine. Better, in fact, in many cases, due to improved hard coded AI behavior. http://forum.shrapnelgames.com/images/icons/icon7.gif

Additionally, MM made sure to keep savegames made with 1.84 compatible with the upgrade to 1.91. So, 1.84 savegames should work fine with 1.91 as well (once the PBW host processes the turn with 1.91, for PBW games).

<font size="2" face="sans-serif, arial, verdana">

[ February 29, 2004, 04:44: Message edited by: alarikf ]

spoon February 29th, 2004 07:40 AM

Re: Old mods and the new patch
 
Quote:

Originally posted by Imperator Fyron:
Spoon, for ease of reference, can you please edit your initial post to include the change to Ionic Concussion BLaster?
<font size="2" face="sans-serif, arial, verdana">Done.


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