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TDM/ Dev
Hey Guys (?) Is there any way the two of you could combine your mods? I have Installed TDM pac and the Dev Mod but the Dev mod is bypassed and there are things in the TDM I like to use too, I know just enough to be dangerus to my system (I reinstalled the game Last nite) so plane english is needed I know you both are Bzy please help
------------------ mottlee@gte.net "Kill em all let God sort em out" |
Re: TDM/ Dev
Actually I think Lee is designing Devnull mod to be installed "over" the TDM modpack, at least that is how I am playing it. Lee is still working on tweaking what AI needs to be changed but they should, in the end, work pretty well together.
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Re: TDM/ Dev
Install TDM then over rite with Dev mod? What if there are things in the TDM I like too?
------------------ mottlee@gte.net "Kill em all let God sort em out" |
Re: TDM/ Dev
I am in fact working with the TDM mod already. Here is the deal though:
I talked to the TDM-ModPack guys a while ago and asked them if I could use their stuff in my mod and integrate things. They said no. Sort of. They told me that unless I wanted to spend the time to update their stuff with the new tech and allow them to beta-test the results, they would not allow me to include their mod. I am, in fact, updating their stuff and have given them a copy (though horribly out of date now) to beta-test. I have not heard back yet though (nor did I expect to until I get things fully integrated -- which they aren't yet). I'm hoping to have things done enough for them to really beta-test by the end of this week. After that, who knows what they'll say. If they still say no, then I'll delete their stuff from my mod and just release the stuff that I've done and have permission for since I have no interest in stepping on anyone's toes. I have to admit, though, that seeing the EarthAlliance and Narn with DevnullMod tech is pretty cool so far =) |
Re: TDM/ Dev
If you can combine the two mods you should get a few levels of promotion! You have some great stuff in your mod.
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Re: TDM/ Dev
Yes, I thank you on your reply, Is it yours with the mini missles? that is cool what a smame the we as a people can not get along and help each other. I know MM is doing the best thay can and those of us here are doing a bang up job too I did try something I mod the path file and mad a new folder for yours have not tried it yet tho (mod to TDMs change name to yours think it will work?)
------------------ mottlee@gte.net "Kill em all let God sort em out" |
Re: TDM/ Dev
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Nitram Draw:
If you can combine the two mods you should get a few levels of promotion! You have some great stuff in your mod.<HR></BLOCKQUOTE> That is the prob I have tried that and game will not load, can't find some things and I do not know where to find them' ------------------ mottlee@gte.net "Kill em all let God sort em out" |
Re: TDM/ Dev
I think you're getting the wrong impression. There was no animosity when they told me no. They told me, in fact, that they liked much of my mod. The reason they didn't want to allow me to use their stuff was that they were worried about quality control. They have put a lot of time and effort into their mod and want it to be a high-quality addition to the game. I don't blame them one bit -- I feel the same way about my mod. They are mainly worried that I won't put the time and effort into the integration and will thereby reflect poorly on their mod.
I have no beef with their refusal or their requirements to get their approval, in any way. I applaud their efforts, in fact, to make a quality mod and not have it diluted with non-quality stuff. I'm hoping that in the end I CAN make a quality integration, but to be honest, that choice is not mine to make. If they choose to still say no after I finish the integration, I personally feel that will be a loss to the SE4 community, but that's life. As I said before, I'm not interested in stepping on toes, only in making a mod that is enjoyable for all. Oh, and btw, the mods are already combined in my latest Version (that took abut 15 minutes of work to combine the mods). What isn't finished is the integration to make the races use the new tech, etc. And that, of course is what takes time and effort =) When and if they approve the combo-mod, DevnullMod will include all of TDM-ModPack's changes so that you will only have to install one mod. I also planning on putting it into it's own "path" so you don't have to overwrite the original game's files anymore. [This message has been edited by Devnullicus (edited 02 May 2001).] |
Re: TDM/ Dev
Cool, read earler post, do you think this will work? I know I will need to change path all the time but!
------------------ mottlee@gte.net "Kill em all let God sort em out" |
Re: TDM/ Dev
Thanks for the reply AND the mod work that you and ALL the others do <S>
------------------ mottlee@gte.net "Kill em all let God sort em out" |
Re: TDM/ Dev
Just so everyone is clear about our position, I posted our April 10th response to Devnul below. Obviously, he is spending a great many hours tweaking the TDM-ModPack races to use his compiled tech/component mods. We are happy to see that he is taking the time and effort to make sure the AI utilizes the techs - which is no small task. Looking forward to the beta Devnul!!
"On behalf of Mephisto, Daynarr and myself -First, let us say that your mod has some features that we really like and even use our own "personal mods." We would love to see a lot of them added to SE4 down the line by MM if they have the time and the inclination to make the AI use it to good effect. However, after discussing it among ourselves, we have serious reservations about giving you permission to use the ModPack races in your own ModPack. Our primary concern stems from the quote you pointed out ". . .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" repeatedly, for the past 6 months since SE4 released we have all had the desire to add this tweak or that tweak to add new components or research, etc. and have actually chosen not to incorporate several mods that we felt did not muster up to the AI level that we sought. In fact, we each have our own personal "mods" to suit or own tastes - but we are always careful about how the AI is effected. The changes contained in your Mod would literally take hundreds of hours to make the AI races use effectively. From your description, it did not sound like you wanted to make major modifications to the race AI's in order to incorporate your tech/component changes. If that is not the case, and you are willing to take the time and try to incorporate the techs in, please let us know. Perhaps we can work something out with each AI author in that they can take a look at the modified file to make sure that AI isn't at a disadvantage - but it will be an incredible amount of work and every patch that comes out would pretty much require a new Version. Anyway, we wanted to give you a prompt answer. Please do not take this personally, it is just a dogma we are standing by for the time being and which we feel the mod community appreciates (at least for now). While we cannot prevent you from including the races (they are public domain and all), in the spirit of the modding community, we would prefer that you not use them unless you are willing to put the serious time into converting them and letting us look at them prior to release. Note - we are not speaking on behalf of Alpha Kodiak (Rage Collective) he may feel differently. Regards, Tampa_Gamer Mephisto Daynarr" |
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