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-   -   ultimate mod (http://forum.shrapnelgames.com/showthread.php?t=3528)

aesop123 June 28th, 2001 06:35 AM

ultimate mod
 
Any news about an ultimate mod besides the one to be posted in hyperion? All of the mods now posted have very good nifty points -

[This message has been edited by aesop123 (edited 28 June 2001).]

Coda A27 June 28th, 2001 04:17 PM

Re: ultimate mod
 
Not to deviate, but what does TDM stand for (and where can I find it), or TCP for that matter? I didn't see it in the Mod Forum.

[This message has been edited by Coda A27 (edited 28 June 2001).]

disabled June 28th, 2001 05:10 PM

Re: ultimate mod
 
edit- I was way off on this answer...

[ June 15, 2003, 05:32: Message edited by: General Talashar ]

Suicide Junkie June 28th, 2001 05:55 PM

Re: ultimate mod
 
TDM is the initials of the three main creators of the modpack.

TCP? as in TCP/IP? or something else?

The ultimate mod is the one "you" create by merging the best parts of everybody else's.

Everyone has their own "ultimate" mod, since everybody has a different view of what futuristic space empires and battles will be like.

A good idea would be to take everybody's mods and pull out the smallest blocks of changes, then post 'em all as a mix&match modpack.
Then only basic mod skills are required to build your own personal Ultimate mod.

"Hmmm I'll take some ablative armor... those PD missiles look cool... I'll take half a dozen of these crossover components... gimme all of those extra events, and throw in one of those battlemoons http://www.shrapnelgames.com/ubb/images/icons/icon7.gif"

Coda A27 June 28th, 2001 06:28 PM

Re: ultimate mod
 
Sorry, it might have been UCP - whats always said in conjunction with the Star Trek mods?

disabled June 29th, 2001 02:05 AM

Re: ultimate mod
 
I thought we could submit mods to the UM or was it another mod?

[ June 15, 2003, 05:33: Message edited by: General Talashar ]

Suicide Junkie June 29th, 2001 02:44 AM

Re: ultimate mod
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Sorry, it might have been UCP - whats always said in conjunction with the Star Trek mods?<HR></BLOCKQUOTE>
United Federation of Planets, which includes the Humans, Vulcans, Betazoids, etc, etc... usually the "good guys" in any situation.

ZeroAdunn June 29th, 2001 07:34 AM

Re: ultimate mod
 
Hadrian check out my mod in the mods section, it has some intresting components. You might want to use some of it's stuff. -NeoMod

[This message has been edited by ZeroAdunn (edited 29 June 2001).]

disabled June 29th, 2001 04:11 PM

Re: ultimate mod
 
Is the TDM AI gonna be added to the UM?

[ June 15, 2003, 05:34: Message edited by: General Talashar ]

Marty Ward June 29th, 2001 04:15 PM

Re: ultimate mod
 
You can add my unique tech mod, or any part of it you want. I also have a speach file you can have, for general AI use.

Suicide Junkie June 29th, 2001 05:25 PM

Re: ultimate mod
 
My Favorites are:
- Nomadic race ability to survive without planets.
- My shield & armor tech thread reworking
- Crossover techs! (like the 1kT religious zealot with organic implants http://www.shrapnelgames.com/ubb/images/icons/icon7.gif)
- Hardened bulkheads
- Training facilities adjustment: higher experience takes longer to get.
- Wide variety PD. (This PD protects me great. That one is weaker but can cover my wingmen.)

All pretty cool stuff.

------------------
The latest Pirates & Nomads.
-&lt;Download V1.6&gt;-
-&lt;Download compatible EMPs&gt;-
Visit My Homepage

disabled June 29th, 2001 06:18 PM

Re: ultimate mod
 
I never really caught on to the nomad thing. oh well.

[ June 15, 2003, 05:35: Message edited by: General Talashar ]

Marty Ward June 29th, 2001 06:28 PM

Re: ultimate mod
 
Don't forget to post it in big bold letters when it's available http://www.shrapnelgames.com/ubb/images/icons/icon7.gif Can't wait to see this monster!

disabled June 29th, 2001 07:50 PM

Re: ultimate mod
 
edit, nevermind.

[ June 15, 2003, 05:35: Message edited by: General Talashar ]

Marty Ward June 29th, 2001 08:11 PM

Re: ultimate mod
 
I pray for that every day, doesn't everyone? http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif

Dracus June 29th, 2001 08:27 PM

Re: ultimate mod
 
You can use what ever peaces of my eyecandy mod. it is posted under the data link.

disabled June 29th, 2001 10:23 PM

Re: ultimate mod
 
With some much stuff being added by fans, how big will the UM be?

[ June 15, 2003, 05:36: Message edited by: General Talashar ]

Markavian June 30th, 2001 10:20 PM

Re: ultimate mod
 
Hadrian:
Are you going to fix that bug with the Sattelites first before releasing?

Oh and also, you might like to update my quadrant types to include all your new system types.

- John http://universalshipyards.tripod.com

disabled June 30th, 2001 10:49 PM

Re: ultimate mod
 
Shoudl I upload my fix for it or should I email it to you hadrian?

[ June 15, 2003, 05:37: Message edited by: General Talashar ]

disabled July 1st, 2001 07:44 PM

Re: ultimate mod
 
I sent the fixes and changed I made to your mod hadrian.

[ June 15, 2003, 05:37: Message edited by: General Talashar ]

disabled July 2nd, 2001 03:35 PM

Re: ultimate mod
 
hey, will the mod be out for Independence Day at all?

[ June 15, 2003, 05:38: Message edited by: General Talashar ]

Spoo July 2nd, 2001 04:59 PM

Re: ultimate mod
 
Try http://www.freeservers.com/ they give you 20 megs.

------------------
Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.

disabled July 2nd, 2001 05:06 PM

Re: ultimate mod
 
What about Xoom?

[ June 15, 2003, 05:38: Message edited by: General Talashar ]

disabled July 4th, 2001 02:19 AM

Re: ultimate mod
 
sorry, forgot to ask if shrapnel was an option?

[ June 15, 2003, 05:39: Message edited by: General Talashar ]

Matryx July 4th, 2001 11:53 AM

Re: ultimate mod
 
Hadrian : I shouldn't think so.
It's not like it isn't relevant to the game or anything http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif

On a side note, it would probably be more polite to them to split up the file into several (7 or 8) smaller zip files and this would also help those on dial-ups (not me http://www.shrapnelgames.com/ubb/images/icons/icon7.gif )

Puke July 4th, 2001 09:09 PM

Re: ultimate mod
 
also, you might try posting it to the file library on the play-by-web host: seiv.pbw.cc

disabled July 5th, 2001 12:06 AM

Re: ultimate mod
 
Hadrian, are you on the PBW for a game? maybe with the UM?

[ June 15, 2003, 05:39: Message edited by: General Talashar ]

Rich04 July 8th, 2001 05:20 PM

Re: ultimate mod
 
I couldn't imagine Shrapnel giving you a problem. The current downloads take up a considerable amount of size when added together. The TDM modpack is over 7 megs on its own and will probably get bigger with time. Your 11 meg Mod isn't that much larger. (Though I too would recommend breaking it into at least 2 parts)

Looking forward to seeing your mod joining the other great mods at this site.


[This message has been edited by Rich04 (edited 08 July 2001).]

disabled July 8th, 2001 06:35 PM

Re: ultimate mod
 
pleeeeeeeeeeeeeeeeeeese upload to shrapnel so we can get it!

[ June 15, 2003, 05:40: Message edited by: General Talashar ]

Matryx July 8th, 2001 07:23 PM

Re: ultimate mod
 
Could you not just post the download link in the meantime (as it's uploaded already). There are some of us waiting to see if this really is an "ultimate" mod http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

disabled July 8th, 2001 07:28 PM

Re: ultimate mod
 
I wouldn't say it was ultimate, it doesn't have everything yet!

[ June 15, 2003, 05:41: Message edited by: General Talashar ]

Matryx July 8th, 2001 08:31 PM

Re: ultimate mod
 
Excellent.
Now to test it http://www.shrapnelgames.com/ubb/ima...ons/icon10.gif

Hadrian : Do you want feedback etc posted in this thread or another thread?

Marty Ward July 8th, 2001 08:39 PM

Re: ultimate mod
 
Cool, gonna have a brewski or two while it downloads then into the unknown!!!!

Matryx July 8th, 2001 08:39 PM

Re: ultimate mod
 
Ok first suggestion.. not everyone has it installed to Program Files\Malfador Machinations\Space Empires IV\ so perhaps a new Version of the zip without all that excess would be welcome for everyone else.

disabled July 8th, 2001 09:01 PM

Re: ultimate mod
 
edit, nevermind. I answered myself http://forum.shrapnelgames.com/images/icons/icon12.gif

[ June 15, 2003, 05:42: Message edited by: General Talashar ]

BeeDee10 July 8th, 2001 09:28 PM

Re: ultimate mod
 
"If you see it elsewhere, but not listed here, then you are getting a cheap knock off, or worse, a modified Version of it that hurts the game play experiance."

Heaven forbid that someone _modify_ a _mod,_ that would just ruin everything. And I'm somewhat puzzled by how an unmodified copy of a file could be a "cheap knock-off" - substandard bits, perhaps?

Not a complaint, I'm just amused by the oddness of these warnings. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

disabled July 8th, 2001 09:41 PM

Re: ultimate mod
 
Can you include install instructions or maybe write an install program for it?

[ June 15, 2003, 05:44: Message edited by: General Talashar ]

Phoenix-D July 8th, 2001 10:05 PM

Re: ultimate mod
 
About the directories: why couldn't you ahev just made it extract to an "Ultimate mod" folder, and then had people put it in their SE4 folder?

Phoenix-D

disabled July 8th, 2001 10:12 PM

Re: ultimate mod
 
nevermind, pheonix beat me to it.

[ June 15, 2003, 05:44: Message edited by: General Talashar ]

Suicide Junkie July 9th, 2001 01:32 AM

Re: ultimate mod
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Well, the unzipped mod is 36 megs, a waste of space for more than one copy. And I tried to ease people's lives by having the path.txt file included.<HR></BLOCKQUOTE>
Just create the ZIP inside the SE4 folder, then click and drag the mod into it.

Then, when people install it, the put it in their own SE4 folder (no matter what path it is), and the extraction works.

There's no sense having the extra directory structure down any farther than SE4.
But, at least you didn't force it to go to the C drive\program files\...\SE4, right?

------------------
The latest Pirates & Nomads.
-&lt;Download V1.6&gt;-
-&lt;Download compatible EMPs&gt;-
Visit My Homepage

[This message has been edited by suicide_junkie (edited 09 July 2001).]

ZeroAdunn July 9th, 2001 06:14 AM

Re: ultimate mod
 
Just swung by the site and the link didn't seem to be working. Is the link just down or I am I just an idiot?

Baal July 9th, 2001 06:19 AM

Re: ultimate mod
 
Thank god I'm not the only one. I've tried to get it all day but it either gives me a 404 (not there) error or it says that it is too busy.

ZeroAdunn July 9th, 2001 06:44 AM

Re: ultimate mod
 
Keep at it, it took me quite a while but I'm finally getting it.

ZeroAdunn July 9th, 2001 07:25 AM

Re: ultimate mod
 
Never mind, can't get it. Seems halfway through the download the site connection was lost.

[This message has been edited by ZeroAdunn (edited 09 July 2001).]

MRH July 9th, 2001 06:28 PM

Re: ultimate mod
 
Has anyone got the mod to work. I've tried on two different machines and the game locks up the computer on the opening screen. Using SE4 Ver. 1.41 on W2K.

geoschmo July 9th, 2001 06:36 PM

Re: ultimate mod
 
I had the same problem. I took out the four .cur files in the Ultimate/Pictures/Game directory and it works now. My pc has NT4.0, which I know is similer to W2K.

I hadn't had a chance to email Hadrian about it yet, but I saw you were having a similer problem. I hope he doesn't mind me posting this. I wouldn't call it a fix. Just a workaround until he can determine what is causing the problem.

Geoschmo


[This message has been edited by geoschmo (edited 09 July 2001).]

MRH July 9th, 2001 08:16 PM

Re: ultimate mod
 
Thanks Geo.

I removed the cursor files and the game loaded fine.

geoschmo July 9th, 2001 08:18 PM

Re: ultimate mod
 
Thanks for the confirmation MRH. I emailed Hadrian about it, but haven't heard back yet.

My guess is the cursors are incompatible with the new windows Versions for some reason.

Geoschmo

disabled July 9th, 2001 08:59 PM

Re: ultimate mod
 
I can confirm the cursors aren't working.

[ June 15, 2003, 05:47: Message edited by: General Talashar ]

Rich04 July 9th, 2001 10:32 PM

Re: ultimate mod
 
Got the mod and am trying it out. (It seems to be working fine on my machine.) Still early in the game but the only bug sofar happens when I upgrade a ship design. Some of the ship components get replaced with base shield generators, chaff, anti-fighter cannons, items I could not normally be be able to put on the design. I have seen this before in some of the other mods when they first came out. Perhaps someone who has fixed this problem could let you know how.

I'll let you know if I come across any others.


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