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Re: AI Mod Pack 1.50 Posted
Thank You Tampa_Gamer, Daynarr, Mephisto, John Zamarra, and any others I don't know about. We SE4 fans appreciate your hard work!
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Re: AI Mod Pack 1.50 Posted
Mod Pack gurus:
While scanning through the Darlock and EA ship pictures, I noticed that the EA picture set included large and small bitmaps for the "Baseship", while the Darlock set did not. Otherwise they parallel each other. Is that intentional/not a problem? Thanks again! |
Re: AI Mod Pack 1.50 Posted
Thanks!! The new Darlok ship set looks incredible!!!!! They definitely look menacing and fierce.... Great job!
The EA didn't seem to look different than the shipset I had received from Mephisto.. ? But that is a minor question, a huge thank-you to everyone who makes SEIV better and better.... It is fast becoming one of my all time Favorites! Jason2 |
Re: AI Mod Pack 1.50 Posted
taterbill: The Darlok will use the Starbase portrait and mini for their baseship by default. It's intentional, and won't cause any problems at all.
------------------ -Don |
Re: AI Mod Pack 1.50 Posted
I am already in an email game. If I load these mods, will it effect the game I am plyaing???
Thanks! |
Re: AI Mod Pack 1.50 Posted
Great! Where the heck is the site with this Mod pack?
While we're at it what SE4 sites are currently active at all? ------------------ I'm an Idiot? Well if that's not the kettle smelling the pot's back! |
Re: AI Mod Pack 1.50 Posted
This should get you there:
http://www.shrapnelgames.com/ubb/For...ML/000005.html |
Re: AI Mod Pack 1.50 Posted
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Voidhawk:
taterbill: The Darlok will use the Starbase portrait and mini for their baseship by default. It's intentional, and won't cause any problems at all. <HR></BLOCKQUOTE> OK, great. And by the way thank you, Voidhawk, and Randy Stuce too. I accidentally left you two out of my original posting expressing my heartfelt gratitude. Bill |
Re: AI Mod Pack 1.50 Posted
Thanx Taterbill!
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Re: AI Mod Pack 1.50 Posted
I must say...darn nice job on the Darlock shipset Voidhawk.
I haven't had a chance to check the rest of the "goodies" out yet, but if past experience is an indication, this is well worth the d/l time http://www.shrapnelgames.com/ubb/images/icons/icon7.gif [This message has been edited by pathfinder (edited 14 February 2001).] |
Re: AI Mod Pack 1.50 Posted
Only if you are the host of the game. But hten again even if you are the host this will cause no program problems (but one of the new races might kick assses of some players http://www.shrapnelgames.com/ubb/images/icons/icon7.gif).
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by JimG: I am already in an email game. If I load these mods, will it effect the game I am plyaing??? Thanks!<HR></BLOCKQUOTE> |
Re: AI Mod Pack 1.50 Posted
I have to add my vote for the Darlok shipset. The red and black contrast is pretty cool and the physical shapes are good. It's not really what I'd consider a "stealthy" race shipset though, precisely because of the red/orange in it. I'm tempted to copy all the Xiati ships over to Darlok and use the Darlok set for the Xiati. They're more visible in the system window. http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif
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AI Mod Pack 1.50 Posted
AI Mod Pack 1.50
Space Empires 1.19 ONLY February 14, 2001 Over in the download section we posted AI Mod Pack 1.50 which was created to eliminate multiple and confusing downloads/copy/pastes and should extract directly to your SE4 subfolders provided you choose the "SE4" directory as your target. None of these mods add or change any components, technologies or facilities - just tweaking whats already there. IMPORTANT!!! The three files as are follows: File 1 of 3 - All .txt files, .emp files, etc. File 2 of 3 - Complete shipsets for the Darlok and Earth Alliance File 3 of 3 - An "undo" zip which will restore all original Space Empires IV files to Version 1.19 DO NOT EXECUTE THIS, SIMPLY PLACE IT IN YOUR BACKUP DIRECTORY IN CASE OF EMERGENCY! HISTORY 1.50 - all races updated, shipsets added 1.01 - changes to eliminate spelling error and spacing error in two Darlok files 1.00 - initial release This pack contains the following: (1) Unique shipsets for the Darlok created by Don Phillips (Voidhawk) and for the Earth Alliance by Randy Stuce and other artists (2) Mephisto's AI Mod ver 1.80 (3) Tampa_Gamer's Darlok AI 1.40 (4) Daynarr's Sergetti AI Mod 1.3 (5) Daynarr's Xi'Chung AI Mod 1.0 (6) Unique speech files for the Darlok and xenophobic Sergetti created by John Zamarra Please see the various readme files for details on installation and specific file content. A lot of changes have been made to the AI files based on bug reports and "features" discovered over the Last couple of weeks. Please report any bugs/comments on this message thread. Enjoy! [This message has been edited by Tampa_Gamer (edited 14 February 2001).] |
Re: AI Mod Pack 1.50 Posted
I LOVE the Darlok ship-set... and I agree with the non-stealth comment.
So, of course, I play the new shipset and gave the Darloks the Xiati http://www.shrapnelgames.com/ubb/images/icons/icon7.gif Works for me! lol. Jason2 |
Re: AI Mod Pack 1.50 Posted
Aw, stop it, you guys are embarrassing me http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif. Thanks for the props, but just remember they ain't nothing but eye candy without that awesome AI driving them.
Baron, that's the dilemma I had facing me when I made the set. I wanted a dark primary color, but at the same time wanted the ships to be very visible in tac view. I'm like Tampa, I HATE when you can hardly see the ships. Hence the orange. Now, if you want a REALLY stealthy set, I can upload the Darlok ships that I've been playing with just for kicks. I imported the original SE starmap background bitmap into my modeler and "wrapped" the tactical mini's with the starfield texture. Ever see the movie Predator? That's the effect. Kind of like automatic and permanent cloaking. Scary stuff indeed, and not for the easily annoyed. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif ------------------ -Don |
Re: AI Mod Pack 1.50 Posted
uh oh, I just looked at that stealth add-on. oh my.... http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif
Darlok not fully implemented Tampa? they gonna be some NASTY boogers then! http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif |
Re: AI Mod Pack 1.50 Posted
Tampa et. al.,
I installed Mod Pack 1.50 Last night. I started a game of Neutral Challange (see that thread) and got stuck in a corner, so restarted. On the retsart, I got a Range Check Error. I closed, restarted, and got it again. I restarted a third time and did not get it. After I got up and running, I was able to play just fine. In each game, I was playing my own human race, while I had added in your Darlock, Sergetti, and Xiching (whatever) 3000 races. My human race is just built within the game, no mods or anything funky. Yes, I am on 1.19. I'm not complaining. I know no warranties were expressed or implied, and I don't expect you to be tech support. But I thought you might want to know. I'd be happy to give you any other info you want. If you want to just wait for the patch, that's fine with me too. Thanks! |
Re: AI Mod Pack 1.50 Posted
Taterbill-
I will try and simulate this tonight. So you did not add the EA? What type of system and how large? I assume a tech1 start. Also, do you remember which start position your human player was and roughly what order the added races were placed? I have found (as previously reported) that adding AI players in slots previous to the human player causes some problems - but I am still testing this. |
Re: AI Mod Pack 1.50 Posted
Tampa_Gamer,
No, I did not add EA. Galaxy was large mid-life, all connected. I (Humans) was slot #1. Don't remember the order of the others. I could tell you the order they are in now in the game that is working, but I'm not sure I put them in in the same order in the games that did not work. Hope that helps. Bill |
Re: AI Mod Pack 1.50 Posted
*shudder* and with that stealth mod you just posted...imagine when they get stealth armor..eeeek!
The Darlok are bad enuf with their intel eating you alive http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif |
Re: AI Mod Pack 1.50 Posted
Actually, they will be much worse after the patch comes out next week and we figure out all the additional goodies we can add back in. Currently (due to AI limitations) the Darlok are not using cloaking, boarding ships, kamikaze ships, troops or advanced fleet operations) nor are they wasting research on such subjects. . .
[This message has been edited by Tampa_Gamer (edited 15 February 2001).] |
Re: AI Mod Pack 1.50 Posted
Voidhawk, that shipset sounds outstanding! I'd love to see it used for the Darloks.
------------------ Compete in the Space Empires IV World Championship at www.twingalaxies.com. |
Re: AI Mod Pack 1.50 Posted
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Voidhawk:
taterbill: The Darlok will use the Starbase portrait and mini for their baseship by default. It's intentional, and won't cause any problems at all. <HR></BLOCKQUOTE> Do you mean if you set the bitmap in vehiclesize.txt for baseships to 'baseship' and a race doesn't have a baseship bitmap it will automatically use the starbase bitmap, or that the default bitmap for baseships is the starbase bitmap? (In other words, a few months ago did I waste a half hour or so going through all the race shipsets, check to see if they had baseship bitmaps and if they didn't, copy the starbase bitmaps and rename them to 'baseship' or did that prevent an error? http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif ) Hmm... I haven't installed the mod yet, but what I've looked through so far looks nifty... the Darloks are going to be minelayers or something? One of the settings says "at least 1500 mines" in the vehicle construction file. Yeesh. http://www.shrapnelgames.com/ubb/images/icons/shock.gif I might not use some of the default ones, though. I've modified the research files for both default and some of the other races. I wanted to make sure those that use mines research explosive warheads 3 and those that use fighters get projectile weapon 3 and/or smaller weapons 3 before getting fighters so they have more potent weapons installed. I also modified the fighter engines, afterburners, ecm and combat sensors so they only required fighter lvl 1 in addition to whatever tech area they had. Added a 40kt "heavy fighter" design to fighter 4 so there would be -something- in there as well. While requiring higher levels of fighter tech for the different fighter, carrier and fighter bay types made sense, I don't think it makes sense to require it for advanced engines, afterburners, ECM, etc. It's just hardware you add in, a small fighter can just carry less of it. Anyway, I'm rambling. I will add yet another minor critique of the EA shipset, though: the Heavy Carrier should use something besides the passenger liner image. I see that on the field and I keep thinking "Oooo... transport!" which just isn't fair to B5 fans. http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif ------------------ -- "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: AI Mod Pack 1.50 Posted
Sinapus: You know, I'm not sure. The vehicle_size.txt does tell the program to use the starbase.bmp for the baseship. If you changed the default script to use a baseship.bmp instead, then maybe each race has to have a baseship.bmp in it's folder. A modder could answer this question better than me I think.
------------------ -Don |
Re: AI Mod Pack 1.50 Posted
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Voidhawk:
Sinapus: You know, I'm not sure. The vehicle_size.txt does tell the program to use the starbase.bmp for the baseship. If you changed the default script to use a baseship.bmp instead, then maybe each race has to have a baseship.bmp in it's folder. A modder could answer this question better than me I think. <HR></BLOCKQUOTE> Ah well, I made the switch anyway so I guess later in a game against the Darloks I'll see one of their starbases start moving. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif ------------------ -- "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?" |
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