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TDM-ModPack 1.71 Posted - Report Bugs Here
TDM-ModPack 1.71
April 24, 2001 SE4 ver 1.35 only Here is the link over in the download section http://www.shrapnelgames.com/ubb/For...ML/000017.html INTRODUCTION First - many thanks to the folks at Malfador Machinations ("MM") and Shrapnel Games for their continued support and communication with the gaming community. Since MM is dedicated to releasing a number of future patches, this "Mod" pack does not contain any modified tech trees, new components or facilities, just tweaks to get the most of the current Version of SE4. FILE 1 of 2 contains all the txt & emp files FILE 2 of 2 contains all of the shipset graphics VERSION 1.71 - Revisions to all races, updated for SE4 ver 1.35 & addition of Klingon, Romulan & Pyrochette races Compiled file contains the following: (1) Complete AI Race files and Shipset for "Earth Alliance" - Version 2.01 (with shipset by Randy Stuce and other artists and AI/speech files by K126 Mephisto). (2) Complete AI Race files and Shipset for "Narn Regime" - Version 2.01 (with shipset by Randy Stuce and other artists and AI/speech files by K126 Mephisto). (3) Complete AI Race files and Shipset for "Toron Confederation" - Version 2.01 (with shipset by Klaus Lehtonen and AI/speech files by K126 Mephisto). (4) Complete AI Race files and Shipset for "Darlok" - Version 1.65 (with shipset by Don Phillips a/k/a Voidhawk, AI files by Tampa_Gamer and speech file by John Zamarra). (5) Complete AI Race files and Shipset for "Sergetti" - Version 1.70 (with default shipset from Malfador Machinations, AI files by Daynarr). (6) Complete AI Race files and Shipset for "Xi'Chung" - Version 1.31 (with default shipset from Malfador Machinations, AI files by Daynarr). (7) Revised default AI_Planet_Types file to tweak planet selection for AI (by Daynarr). (8) Complete AI Race files and Shipset for "Piundon - Version 1.10 (with default shipset from Malfador Machinations, AI files by Tampa_Gamer, speech file by John Zamarra) (9) Complete AI Race files and Shipset for "Rage Collective" - Version 2.0 (with shipset and AI files by Alpha Kodiak) (10) Complete AI Race files and Shipset for "Battle Star Galactica - Colonials" - Version 1.10 (with shipset by Dracus and AI files by Tampa_Gamer) (11) Complete AI Race files and Shipset for "Norak" - Version 1.31 (with default shipset from Malfador Machinations, AI files by Daynarr). (12) New formations.txt file that includes 8 new formations (made by Tampa_Gamer and Daynarr) (13) Complete AI Race files and Shipset for "Pyrochette" - Version 1.2 (with shipset by Grand Mausic Yith Saulkar and AI files by Master Belisarius). (14) Complete AI Race files and Shipset for "Klingon" - Version 1.35b (with shipset by Atrocities and others, AI files by God Emperor and speech file by Dracus). (15) Complete AI Race files and Shipset for "Romulan" - Version 1.35b (with shipset by Atrocities and others and AI files by God Emperor). (16) Settings.txt modified to make "Quick Start" option available for all races. Please post all comments, bug reports, praises, etc. here in this thread. Have Fun! -The TDM-ModPack team [This message has been edited by Tampa_Gamer (edited 24 April 2001).] [This message has been edited by Tampa_Gamer (edited 24 April 2001).] |
Re: TDM-ModPack 1.71 Posted - Report Bugs Here
If I have older Versions of the shipsets can I just download the file with the data or has something changed in the shipsets also?
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Re: TDM-ModPack 1.71 Posted - Report Bugs Here
Nothing has changed with regard to the Colonial, Darlok, Rage, Earth Alliance, Narn or Toron ship sets. However, the Pyrochette, Klingon and Romulan ship sets are based on their respective authors most recent shipsets which you may or may not have.
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Re: TDM-ModPack 1.71 Posted - Report Bugs Here
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Tampa_Gamer:
TDM-ModPack 1.71 April 24, 2001 SE4 ver 1.45 only Here is the link over in the download section <HR></BLOCKQUOTE> damn...you must be psychich.... http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif [This message has been edited by LemmyM (edited 24 April 2001).] hmmm, it's changed already http://www.shrapnelgames.com/ubb/images/icons/icon7.gif [This message has been edited by LemmyM (edited 24 April 2001).] |
Re: TDM-ModPack 1.71 Posted - Report Bugs Here
Oops - sorry. http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif
[This message has been edited by Tampa_Gamer (edited 24 April 2001).] |
Re: TDM-ModPack 1.71 Posted - Report Bugs Here
I have discovered an "undocumented feature" in TDM Modpack V1.71:
The standard SE4 "SystemNames.txt" file has 104 names. I have my own with exactly 255 names. The file in the "TDM Modpack" subdirectory created when I unzipped the modpack has 4210 names. However, this is not mentioned in the post (here or in the scenario topic from where you can actually download), nor in the "Readme - TDM Mod Pack 1.71.txt" or "Readme - Compatibility.txt" files provided with the modpack. |
Re: TDM-ModPack 1.71 Posted - Report Bugs Here
No bugs yet. Just another satisfied customer. Y'all do great work! I appreciate the time you've put into it, and the support you show in this forum.
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Re: TDM-ModPack 1.71 Posted - Report Bugs Here
You guys did a great job but your ai_politics files need some work.
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Re: TDM-ModPack 1.71 Posted - Report Bugs Here
SunDevil - Any specific comments? I am sure all of the authors would appreciate any constructive criticism you can offer seeing that you have explored those particular files in detail (politics and anger). I for one am curious how my revised Piundon are acting. I modified their politics and anger files to try and be friendly to anyone who has a substantially larger score and really try and attack the weak (which, according to their description and personality type, is how they are supposed to act). Meanwhile, the Colonials are friendly to most people unless you get them PO'd in which case it should be hard to establish friendly relations.
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Re: TDM-ModPack 1.71 Posted - Report Bugs Here
I will write something up tonight explaining exactly what I'm talking about, but here is a common example.
In the Piundon politics file, you have this option set: Score Percent to Send Remove your colonies from system := 80 Will Send To Friend Remove your colonies from system := True Will Send To Enemy Remove your colonies from system := True According to this line if the enemy and/or friend has only eighty percent of your score, you will send a message saying that they should leave a WHOLE star system. Now if you look around in the anger file of other races , it should vary how much they get angry from a alien race telling them to leave a star system. But if it is repeated over the course of a game, you can see that everyone will hate your Piundon race. Not because of any other reason other than it kept on getting Messages saying get out of a certain system. Now this example also applies to ships, planets and not to mention the times it will anger races by constantly asking for a gift or tribute. Because of these minor things, all races will be at war with everyone. Now this might be realistic in some situations, but it doesn't really add up to a variety filled game. I will have a more complete listing tomorrow. By the way, everyone who has contributed to the mod_pack has done a great job, and I wasn't trying to sound unappreciative of everyone's time and effort. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif |
Re: TDM-ModPack 1.71 Posted - Report Bugs Here
Sundevil,
I would appreciate any comments you may have on the Romulans and Klingons. I havent spent much time on their AI_Politics files, just ensured that they were aggressive. The Romulans in particular may benefit from some subtlety. Would welcome any insights you may have... Regards, God Emperor |
Re: TDM-ModPack 1.71 Posted - Report Bugs Here
Minor niggle with Atrocities Klingon AI_general.txt file. Misspelled aggressiveness (spelled it with 1 "g")...
fixed my self in mine. just FYI fer the MODPAK gang. |
Re: TDM-ModPack 1.71 Posted - Report Bugs Here
Oops, thats my typo actually....
Have just posted a fix (v135b4) in the race mod/archive section to fix that, and a couple of other typos... [This message has been edited by God Emperor (edited 25 April 2001).] |
Re: TDM-ModPack 1.71 Posted - Report Bugs Here
I was wondering if perhaps the other races that I have made could be added to the mod pack? The Borg Updated, Cardassian, Ferengi, Federation, and the Dominion.
The AI will need to be tweeked, but for the most part, I have finished with all the ship set tweeks. I have even gotten rid of all the star wars stuff from the Klingon set, replaced by Klingon looking things. The new UCP set has "all Klingon" looking ships. And some of them are rather unique looking. Additionally, I have replaced files in the Romulan set as well. I did not like the hoeky looking Troops of the Romulan set. In my honest opinion, the Ferengi, Cardassian, and Dominion sets rock. The federation set also has UCP unique ships. The Galaxy X, New Orlenes, and the Cheyanne. (complete with 3d images from complete meshes) Let me know. Thanks. ------------------ "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 [This message has been edited by Atrocities (edited 25 April 2001).] |
Re: TDM-ModPack 1.71 Posted - Report Bugs Here
Well, Atrocities, I wouldn't mind doing Borg AI for the next ModPack. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
I hope to make them killer drones with lots of weapons (a big change comparing to what they are now). http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif I do have a gripe against the Dominion though - they are WAY too peaceful. Hell, they are even more peaceful then the Earth Alliance (I think that only Phong are more peaceful then your Dominion). You could look into this (maybe you could use politics and anger file from some other, more aggressive race as a quick fix). [This message has been edited by Daynarr (edited 25 April 2001).] |
Re: TDM-ModPack 1.71 Posted - Report Bugs Here
Mod pack sounds brilliant.
Why don't MM include this as standard into a future patch? After all it adds so much to the game without taking anything away from it. I would love for this mod pack to be part of a "standard" SE installation- I hate altering the standard install because when I do I get problems with each new patch that comes out and I wind up quitting well- established games before they're finished. In fact I haven't ever played a game right through to the end. I know there would be copyright issues with the Star Trek, B5 etc races but I don't like to play with shipsets from TV anyway. I think the SE universe has enough stuff of it's own without having to borrow from other sci-fi. It sounds like you guys are in communication with MM, have you asked them about including your mod? (or at Last the bits without copyright issues) ------------------ There is an exception to every rule. Including this one. |
Re: TDM-ModPack 1.71 Posted - Report Bugs Here
Daynarr:
Would it be possible to have the Zorians included in an upcomming ModPack once I finish the alternate speech and fix the designcreation file for the poblem I had with the "Must Have Ability One" ? |
Re: TDM-ModPack 1.71 Posted - Report Bugs Here
Why don't you guys include EVERY competent race into this mod. As long as the maker gives permission of course. I mean instead of downloading all these different races off universal shipyards, Hyperion, UTC etc. Have them in this mod. it would be a lot easier that way. Plus newbies could get many of the player created races in one shot. Now I know this would take a lot of work but it's just a suggestion. I mean I give an A+++ to the mod now. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif And I appreciate all thw work already put into it. I guess I just see this mod as a sort of expansion to the game which should continue to grow as new races are added and old ones improved. If I had the talents to make a race I'd want it to be put into this mod right away, a sort of rite of passage into the race creation arena. Well, sorry i rambled http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif
Thoughts? |
Re: TDM-ModPack 1.71 Posted - Report Bugs Here
Chewy - not all of the races posted have AIs and even if they do, a lot of them are either (a) just slightly modified default files from the game or (b) contain obsolete files from several Version ago. The races in the ModPack are picked b/c the authors have taken a lot (and I mean a fifty to a hundred plus) hours modifying and TESTING their AI files and continue to do so with each new Version. The authors in the ModPack are also committed to updating their races and providing feedback pretty regularly (look how fast God Emperor updated after his post).
Now please, I am not saying that others are not doing this, I am just saying that it takes awhile and a good amount of feedback before we are comfortable including a race in the ModPack. Plus, it is already getting slightly unwieldy. For instance, due to the content and size of this Last post it took the combined effort of 5-8 hours to compile and test all of the revised races to ensure no errors and compatibility - after each author submitted their latest and greatest. Anyway, we do add races, just at our own pace. If a race has outstanding AI and everyone on the Boards are talking about it (i.e. the Rage), you can bet we will be contacting the author. Gee - this is my second long post of the day. I gotta start working. . . http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif [This message has been edited by Tampa_Gamer (edited 25 April 2001).] [This message has been edited by Tampa_Gamer (edited 25 April 2001).] |
Re: TDM-ModPack 1.71 Posted - Report Bugs Here
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Atraikius:
Daynarr: Would it be possible to have the Zorians included in an upcomming ModPack once I finish the alternate speech and fix the designcreation file for the poblem I had with the "Must Have Ability One" ?<HR></BLOCKQUOTE> Well, it's just like the Tampa said - if they perform well enough they will find their way to the ModPack. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif It is not my decision alone, of course. We usually test all races and discuss about them before we include them in ModPack. It's a process and it takes time. Btw, I have them in my large test game with my custom map that should allow all races to have a chance for victory. I did notice that they need much larger designname file. Apparently they have a large number ship designs and they run out of names very quickly. |
Re: TDM-ModPack 1.71 Posted - Report Bugs Here
God Emperor:
I will focus on two of the files that will hopefully provide some tips. 1.First File ================================================== ===================================== AI DATA FILE - Settings ================================================== ===================================== ================================================== ===================================== *BEGIN* ================================================== ===================================== Max Ship Size Tonnage From Start 1 Amount:= 0 Max Ship Size Tonnage From Start 1 Num Turns:= 0 Max Ship Size Tonnage From Start 2 Amount:= 0 Max Ship Size Tonnage From Start 2 Num Turns:= 0 Max Ship Size Tonnage From Start 3 Amount:= 0 Max Ship Size Tonnage From Start 3 Num Turns:= 0 Turns to Wait until next attack:= 2 Maximum Maintenance Percent of Revenue:= 99 Maximum Research Point Generation:= 250000 Maximum Intelligence Point Generation:= 150000 Maximum Systems to Defend at a Time:= 5 Get Angry Over Allied Colonizable Planets:=True Get Angry Over Enemy Colonizable Planets:= True Percentage of Allied Planets to consider as Attack Locations for Anger:= 40 Percentage of Enemy Planets to consider as Attack Locations for Anger:= 80 Personality Group:= 2 ================================================== ===================================== *END* ================================================== ===================================== In this first file, I only see two things that could make your race description a little more accurate. In the ai_genral.txt file you stated that they are very cunning and aggressive, and have gone far in technology. I would then think that increasing Maximum Research Point Generation := 400000 thus giving them a clear technological research advantage. The second thing I would do is change the Maximum Intelligence Point Generation to about 500,000. These are just estimates and you can adjust as necessary, but with the current defaults left in, the romulans really won't be that cunning or have a technological advantage as stated in the ai_general file. 2.The second file ================================================== ===================================== AI ANGER DATA FILE - Default Per Attack Location:= 2 Per No Treaty Ship:= 1 Per Ally Ship:= 0 Per Enemy Ship:= 0 Minimum Anger:= 20 Regular Decrease:= -2 Mega Evil Empire:= 50 Combat Attacking Won:= 5 Combat Attacking Lost:= 15 Combat Attacking Stalemate:= 0 Combat Defending Won:= 5 Combat Defending Lost:= 15 Combat Defending Stalemate:= 0 Intelligence Against Us:= 5 Receive General Message:= 0 Receive Propose Treaty:= 0 Receive Accept Treaty:= -3 Receive Refuse Treaty:= 20 Receive Offer Counter Treaty Proposal:= 0 Receive Break Treaty:= 10 Receive Declare War:= 20 Receive Propose Trade:= 0 Receive Accept Trade:= 0 Receive Refuse Trade:= 5 Receive Offer Counter Trade Proposal:= 0 Receive Give Gift:= -3 Receive Accept Gift:= 0 Receive Refuse Gift:= 5 Receive Offer Tribute:= -3 Receive Accept Tribute:= 0 Receive Refuse Tribute:= 5 Receive Want a gift:= 10 Receive Want a tribute:= 10 Receive Demand your surrender:= 30 Receive Remove your ships from system:= 5 Receive Remove your colonies from system:= 5 Receive Leave planet:= 5 Receive Stop hostile actions against empire:= 5 Receive Break treaty with empire:= 5 Receive Declare war on empire:= 0 Receive Make peace with empire:= 0 Receive Support us against another empire:= 0 Receive Attack empire in system:= 0 Receive Attack planet:= 0 Receive Stop espionage activities:= 0 Receive Stop sabotage activities:= 0 Receive Stop attacks in system:= 0 Receive Surrender:= 10 Receive Grant independence to colony:= -5 Receive Demand / Request / Warn:= 0 Receive Accept Demand/Request:= -5 Receive Refuse Demand/Request:= 5 ================================================== ===================================== *END* ============================================= Now if you haven't seen it yet, there is a big connection between this file and the one posted above. The very first line is Per Attack Location:= 2. This means that per attack location, it will add two points of anger to the anger total. Now that might not seem like a lot, but look at the settings.txt file at the bottom. It says this: Get Angry Over Enemy Colonizable Planets:= True Percentage of Allied Planets to consider as Attack Locations for Anger:= 40 Percentage of Enemy Planets to consider as Attack Locations for Anger:= 80 Now because of this choice you made in the settings.txt file, you race will be at war with everyone no matter what for most of the game. Here is an example, if an ally has 100 planets and an enemy has 100 planets, the anger being added to your score is 80 points and 160 points respectively. 80 points by itself added to the total of romulan race anger total, will guarantee that it will hate your ally, and that person will not be an ally for very long, thus causing the inbalance of diplomacy in this game. Adding 160 points to your total will make sure that enemy will stay hated for a very long time, most likely for the rest of the game. Now with the rest of this file, just go through each statement and ask yourself if you were the Romulan empire how angry would you get if someone told you to leave a planet of yours, or a whole star system or told you to surrender. Now remember most default races will have a maximum of 50 to 60 anger points before they declare war. I'm not saying this is right, but each statement in the anger file should have a value to it besides zero. This is just a start, if you like what you see and understand what I'm talking about I will post something more about anger files and about the political file as well. I just also wanted to thank you for your effort and time you've must of put into adding races to this game, and hope you contribute more to the community. |
Re: TDM-ModPack 1.71 Posted - Report Bugs Here
Hi,
Downloaded new mod pack but keep getting error Messages when i start a game turn. Which one should i have downloaded with new patch the TWo file one or the one off file( i downlaoded the two file program). HAs unzipped first then placed second into it is this correct?????? Keep up the excellant work, have had thsi game since Oct.Nov Last year and still cant get enough of it!!!! |
Re: TDM-ModPack 1.71 Posted - Report Bugs Here
Cool- you need to download and install both files (1of2 & 2of2) #1 contains all of the text files, .emp files, etc. (the guts), #2 contains all of the ship sets. Since the ship sets do not typically change (unless we add a new race), we thought this would make it easier on people.
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Re: TDM-ModPack 1.71 Posted - Report Bugs Here
I think this is just a typo on your part, but....
I'm running TDM Modpack 1.71, SE4 v1.35, and a couple of single race AI mods (to the phong and the cua cappa, to be precise). Under quickstart, I scrolled down to page w/Klingons on it. before the graphics for the races on that page pop up, I get an error that says: <BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR> Unknown value "Agressiveness" for Race Opt. 1 Characteristic 2 type in record "Klingon" Unknown value "Agressiveness" for Race Opt. 2 Characteristic 3 type in record "Klingon" Unknown value "Agressiveness" for Race Opt. 3 Characteristic 2 type in record "Klingon" <HR></BLOCKQUOTE> "Aggressiveness" is spelled with 2 g's, I believe. I hope this is helpful (and not hard to fix!) Oh, and thanx for the great mod! If this is the worst complaint you've gotten, then you should be pretty proud of yourselves. [This message has been edited by dumbluck (edited 30 April 2001).] |
Re: TDM-ModPack 1.71 Posted - Report Bugs Here
FYI - We just posted a minor patch that will update your AI files from Version 1.71 to 1.72. When you unzip the patch, just choose the "Use Folders" option and "Overwrite" options in your extraction program. If you choose your SE4 directory, it should unpack to the "TDM-ModPack" subdirectory and update the proper files accordingly. Have fun!
Here is the link in the downloads section: http://www.shrapnelgames.com/ubb/For...ML/000017.html -The TDM-ModPack Team [This message has been edited by Tampa_Gamer (edited 01 May 2001).] |
Re: TDM-ModPack 1.71 Posted - Report Bugs Here
I noticed problems with a couple of the ModPack races. Last night, I checked in on the Toron, and they were building mines, 20 at a time, on colonies without any storage available to keep them. In previous games, I have observed the Narn building lots of weapons platforms without sufficient storage to place them (480 kT total, 400 kT already used) and, similarly, building satellites 11 at a time with only storage available for one or two.
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Re: TDM-ModPack 1.71 Posted - Report Bugs Here
S.E.4 1.35
ModPack 1.72 Here's a save file for you. All of the 'added' races have Retrofit problems but not the original race in the game. Also the Alliance race i am using from turn 15 to turn 75 had a L.O.Resources (mineral), then up until the save date have L.O.Resources (radioactive). I guess due to the the inability to create facilities because of the mineral shortage, the radioactive side of it had to come up short eventually. I can't remember if MM had sorted out the retrofit prob, if not then this is a continuation of it. Nice ModPack though, Kudo's to all involved. regards tic |
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