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-   -   Does the 1.50 Mod work with the 1.27b patch? (http://forum.shrapnelgames.com/showthread.php?t=2003)

Devin D.Bass February 23rd, 2001 02:05 AM

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.

Tampa_Gamer February 23rd, 2001 02:13 AM

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).]

Sinapus February 23rd, 2001 04:14 PM

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.

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--
"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?"

nmoppa February 23rd, 2001 06:06 PM

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.

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PERHAPS THIS IS A GOOD DAY TO DIE <Worf facing another critical fight>

Sinapus February 23rd, 2001 06:22 PM

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?"

WhiteHojo February 23rd, 2001 06:26 PM

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.

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Character is best defined as that which you do when you believe nobody is watching.

Tampa_Gamer February 24th, 2001 01:20 AM

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.

Atrocities February 24th, 2001 01:43 AM

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

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"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

nmoppa February 24th, 2001 02:12 AM

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

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PERHAPS THIS IS A GOOD DAY TO DIE <Worf facing another critical fight>

pathfinder February 24th, 2001 02:15 AM

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.

Sinapus February 24th, 2001 04:39 AM

Re: Does the 1.50 Mod work with the 1.27b patch?
 
Okay, I've looked through the files for the Darloks and can't figure out what is happening. I'll reload Mod 1.50 (Or at least the races since I'm busy doing my own mods for each race's research...) and see what happens.

Are the Darlocks, Sergetti, Xi'Chung and Earth Alliance hurt much by the elimination of the defense base to avoid that problem w/1.19?


------------------
--
"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?"

God Emperor February 24th, 2001 05:33 AM

Re: Does the 1.50 Mod work with the 1.27b patch?
 
Sinapus,
Did you say that you are working on AI_Research files? Any particular races or all?

I ask because I would be happy to work with you on them, particularly if you are considering them globally, as opposed to working on a couple of particular races - I've just posted my v1.27b mod which fixes a number of errors and tweaks the research queues a bit. It would serve as a good starting point for you.

I havent done much though in tailoring each of the races, with about two thirds of them researching in pretty similar ways. I also havent tried to optimise the later sections of the research files - thought I'd better play a couple of long games with the v1.27 patch first..

What do you think?
Regards,

God Emperor

PS: It would also help the gamers out there if we tried for some level of compatibility with these base level "tweaking" mods (as opposed to the new "options" mods that some modders are putting out where anything goes, if you know what I mean).

[This message has been edited by God Emperor (edited 24 February 2001).]

Sinapus February 24th, 2001 06:09 AM

Re: Does the 1.50 Mod work with the 1.27b patch?
 
Basically I added Projectile Weapons 3 since I find the DUC III to be reasonably useful early in the game and easy to research.

Then I checked the research list to see if the AI had fighters or mines in the list. If fighters, I checked the designs to see what weapons it used on fighters and either added smaller weapons 3 after that default Space Yards 1 entry or left it out if all they used were small DUC's. If mines, I added explosive warheads 3.

I also moved military science and chemistry up the list if it looked too far down and added point defense 5 and armor 3. I may not have spaced it out that much, but I just want those with a slightly higher priority than before.

I inserted military science 2 and advanced mil science 6 a bit further down the list.

I checked the designs on what weapons they would use and increased the tech levels for those weapons if they were too low, or decreased if the research would result in weapons they don't use on their designs. Races that had Anti-Proton Beams only go up to lvl 5, for example, so I raised that to 12. A torpedo-using race only had it up to 8, so I raised it to 10. The races that use capital missiles were researching above 5, so I lowered it to 5.

After the point where it has you research applied intelligence 2 I added applied research 2, space yards 2, planetary engineering 1 and planet utilization 7. It's about halfway down the list so by the time you get to that the AI should have some decent weapon techs.

Oh, and Cargo 3 was thrown in there as well.

I was mostly looking at the spacing between entries and trying to add a few things here and there. Nothing very meticulous. I'm sure it'll start researching chemistry, military science and a few other things before it can get to point defense or armor, but I don't have much of a problem with it so long as it is much sooner than what it was originally.

I also found an error in the Abbidon file. It was set to research Psychic Studies 6, when it should have been Psychic Technology 6. I emailed a copy of the original file to MM and told him about it.

I haven't been messing with the design files so I didn't add things like stellar harnessing for the collectors and sails.


------------------
--
"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?"

Admiral Grover February 24th, 2001 07:44 PM

Re: Does the 1.50 Mod work with the 1.27b patch?
 
I have noticed some problems with the 1.50 MOD and Patch 3. One thing is the game seems to hang whenever I try to end the turn after loading up a 1.19 game. Any suggestions???

Mephisto February 25th, 2001 01:52 AM

Re: Does the 1.50 Mod work with the 1.27b patch?
 
I had this in one of my test games too but it was only a "thinking pause" for the Ai as it seems. After 1 or 2 minutes all went along fine for the rest of the game. I think the new AI reevaluates the whole game and this takes some time.

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Admiral Grover:
I have noticed some problems with the 1.50 MOD and Patch 3. One thing is the game seems to hang whenever I try to end the turn after loading up a 1.19 game. Any suggestions???<HR></BLOCKQUOTE>


God Emperor February 25th, 2001 05:17 AM

Re: Does the 1.50 Mod work with the 1.27b patch?
 
Sinapus,
Sounds like we are both doing very similar things, so there would be value in us cooperating. How soon are you due to complete and upload your mod?



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