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-   -   TDM-ModPack 2.00 BETA (http://forum.shrapnelgames.com/showthread.php?t=4526)

Mephisto November 6th, 2001 05:45 PM

TDM-ModPack 2.00 BETA
 
Dear all,
here is the new TDM-ModPack Version 2.0:
This is a BETA Version. As you may know, it is planned to put the TDM-ModPack on the new charge of SE4-CDs. Therefore we want to make absolutely sure that no bug slips in and is burned on the Master CD. That's were you come in - yes, you! - don't hide! We need you to report every single bug, any issues, any play balance problems you find back to us by posting here or mailing me at heavyload@gmx.de.

Ok, here we go:

TDM-ModPack 2.00
November 06, 2001

For use with Space Empires IV Version 1.49 only.


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.


Installing the ModPack
======================

(1) Unzip this file using the "All Files," "Overwrite Files" and "Use Folder Names" options (i.e. the default settings for winzip). This will place all the new files in the appropriate subdirectories under the new "ModPack" folder.

(2) That's it! Since the authors are constantly "tweaking" their races, make sure to report any bugs or other feedback on the Shrapnel Games Board.


Un-Installing the TDM-ModPack, 1. Method
========================================

(1) Copy the "original Path.txt" from the TDM-ModPack folder to your Space Empires IV folder.

(2) Delete the "Path.txt" in your Space Empire IV folder.

(3) Rename the "Original Path.txt" now located in the Space Empire IV folder to "Path.txt".

(4) The game will now run with it's default settings. The "TDM-ModPack" folder is still present. You can either delete it now or keep it to reinstall the TDM-ModPack if you desire to do so. To re-install the ModPack, follow the instructions for un-install but use the "TDM-ModPack Path.txt" instead.


Un-Installing the TDM-ModPack, 2. Method
========================================

(1) Open "Path.txt" in your Space Empires IV folder.

(2) Alter this line

Using Mod Directory := TDM-ModPack

to

Using Mod Directory := None


Installing the other MODs
=========================

Make sure to install all other MODs you download into the "TDM-ModPack" folder and do not edit or override the "Path.txt" in your Space Empires IV folder. Following these instructions makes sure you don't cripple your ModPack installation involuntarily.
BEWARE: Overriding any files in the "TDM-ModPack" folder may disrupt your ModPack installation!


HISTORY
=======

VERSION 2.00 Introduction screens modified to indicate use of "TDM-ModPack Directory," major reworks to previous races and several races added (Jraenar, Praetorian, Ukratel, Terran, Xiati, Vaxin and Orks)

Compiled file contains the following:

(1) Complete AI Race files and Shipset for "Earth Alliance" - Version 2.50 (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 2.50 (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 2.50 (with shipset by Klaus Lehtonen and AI/speech files by K126 Mephisto).

(4) Complete AI Race files and Shipset for "Dra'kol" - Version 1.80 (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 1.80 (with default shipset from Malfador Machinations, AI files by Daynarr).

(6) Complete AI Race files and Shipset for "Xi'Chung" - Version 1.40 (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 1.20 (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 2.20 (with shipset and AI files by Alpha Kodiak)

(10) Complete AI Race files and Shipset for "Battle Star Galactica - Colonials" - Version 1.20 (with shipset by Dracus and AI files by Tampa_Gamer)

(11) Complete AI Race files and Shipset for "Norak" - Version 1.20 (with default shipset from Malfador Machinations, AI files by Daynarr).

(12) New formations.txt file that includes 9 new formations (contributions by Tampa_Gamer, Daynarr and Master Belisarius)

(13) Complete AI Race files and Shipset for "Pyrochette" - Version 1.50 (with shipset by Grand Mausic Yith Saulkar and AI files by Master Belisarius).

(14) Complete AI Race files and Shipset for "Klingon" - Version 1.49a (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 1.49a (with shipset by Atrocities and others and AI files by God Emperor).

(16) Complete AI Race files and Shipset for "Shadows" - Version 1.49a (with shipset by Atrocities and others and AI files by God Emperor).

(17) Settings.txt modified to make "Quick Start" option available for all races - including 4 additional default races and all new races and increased default max units/ships (modified by Tampa_Gamer and Mephisto).

(18) "Modlauncher" info file added (created by Mephisto).

(19) Complete AI Race files and Shipset for "Aquilaeian" - Version 1.20 (with shipset by Klaus Lehtonen a/k/a Zarix and AI files by Master Belisarius).

(20) Revised "Intro.bmp" screens for both 800x and 1024x Versions to indicate that "TDM-ModPack Directory" in use (created by Tampa_Gamer).

(21) Complete AI Race files and Shipset for "Jraenar" - Version 1.49a (with default shipset from Malfador Machinations, AI files by God Emperor).

(22) Complete AI Race files and Shipset for "Praetorian" - Version 1.49a (with default shipset from Malfador Machinations, AI files by God Emperor).

(23) Complete AI Race files and Shipset for "Ukratel" - Version 1.49a (with default shipset from Malfador Machinations, AI files by God Emperor).

(24) Complete AI Race files and Shipset for "Terran" - Version 2.50 (with default shipset from Malfador Machinations, AI files by Mephisto).

(25) Complete AI Race files and Shipset for "Xiati" - Version 2.50 (with default shipset from Malfador Machinations, AI files by Mephisto).

(26) Complete AI Race files and Shipset for "Vaxin" - Version 2.50 (with shipset and AI files by Alpha Kodiak).

(27) Complete AI Race files and Shipset for "Orks" - Version 3.00 (with shipset and AI files by Atraikius).

VERSION 1.80 Aquilaeian race added, Klingon, Romulan, Shadows races updated and ModLauncher info file added.

VERSION 1.75 All races (except Norak, Xi'Chung and Sergetti which have been tested and are working with Version 1.41) reworked by respective authors; new race called the "Shadows" added.

VERSION 1.72 - Minor patch to include strategy changes to Norak, Sergetti & Xi'Chung and minor tweaks/spelling corrections to Klingon & Romulan AI files

VERSION 1.71 - Revisions to all races, updated for SE4 ver 1.35 & addition of Klingon, Romulan & Pyrochette races

VERSION 1.70 - Revisions to all races & additional races added

VERSION 1.60 - Revisions to all races

VERSION 1.50 - Added shipsets for Earth Alliance and Dra'kol, all AI files tweaked and updated

VERSION 1.01 - Fixed several range errors caused by spacing and spelling error in Dra'kol files.

VERSION 1.00 - Initial Release

NOTES
=====

(1) Each of the races has a complete revision history and additional notes contained in their own respective "readme.txt" files located in the race subfolders.

(2) You can find the most recent Version of this ModPack in the "Space Empires: IV - AI Races/Ship Sets" folder on the Shrapnel Games website download section located here: http://www.shrapnelgames.com/cgi-bin...20&LastLogin=.

(3) This TDM-ModPack may be freely distributed as long as no files are modified, added or deleted.

Have Fun!
- The TDM-ModPack Team

[This message has been edited by [K126]Mephisto (edited 13 November 2001).]

[This message has been edited by [K126]Mephisto (edited 15 November 2001).]

Tampa_Gamer November 6th, 2001 06:15 PM

Re: TDM-ModPack 2.00 BETA
 
Everyone who uses the TDM-ModPack:

As Mephisto said, we WANT your comments/criticisms, etc. Please post them in this thread so all of the authors (and there are a lot of us) can see what needs to be fixed. When posting, please state what Version you used, what type of game you were playing (planets/tech start/racial point levels/galaxy type/warp points connected or not) and whether any other mods were installed at the same time or you were using a modified set. If there is something really screwy, it helps to send us a savegame. Even if you have no bugs, etc. - it would be helpful if people posted "leaderBoards" from their games and explained the type of game so that we can see which races need to be improved in what type of games starts.

Thanks in advance for you help.
-Tampa_Gamer

Alpha Kodiak November 6th, 2001 06:20 PM

Re: TDM-ModPack 2.00 BETA
 
Mephisto:

Quick note - the Version number on the Vaxin should be 1.1, not 2.50. Very minor issue, but I wanted to let you know about it.

Thanks,

AK

Tampa_Gamer November 6th, 2001 06:26 PM

Re: TDM-ModPack 2.00 BETA
 
Sorry about that Alpha K. - that was my fault, not Mephisto's. We will correct for final Version.

Alpha Kodiak November 6th, 2001 06:32 PM

Re: TDM-ModPack 2.00 BETA
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Tampa_Gamer:
Sorry about that Alpha K. - that was my fault, not Mephisto's. We will correct for final Version.<HR></BLOCKQUOTE>

No problem - just didn't want people to get confused later. http://www.shrapnelgames.com/ubb/images/icons/icon6.gif

khanuk November 6th, 2001 06:43 PM

Re: TDM-ModPack 2.00 BETA
 
Apologies but I am a total newbie at SEIV - so new that Fedex only just delivered my copy home today and I still havn't got back to instal it.

I am just checking the various threads on this board to get a feel for the game and should be grateful if one of you pros could please tell me what I DO need to download/instal in order to get max satisfaction.

Seeing all these MODs and patches and stuff makes a computer virgin like me slightly scared.

Cheers

------------------
sodomis non sapiens

oleg November 6th, 2001 07:15 PM

Re: TDM-ModPack 2.00 BETA
 
New SE4 disk with TDM-mod is a commercial product, right ? Would't Shrapnel Games have copyright problems about klingons, romulans, earth alliance, etc. with Paramount, Warner Brothers and god knows who else ?

Mephisto November 6th, 2001 07:34 PM

Re: TDM-ModPack 2.00 BETA
 
Yea, they would have. We will remove the copyrighted races in the CD-Version. All the AI files from these races have been transfered to races that came with the game (e.g. Earth Alliance -&gt; Terrans)

Sinapus November 6th, 2001 07:43 PM

Re: TDM-ModPack 2.00 BETA
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by oleg:
New SE4 disk with TDM-mod is a commercial product, right ? Would't Shrapnel Games have copyright problems about klingons, romulans, earth alliance, etc. with Paramount, Warner Brothers and god knows who else ?<HR></BLOCKQUOTE>

Good point. Especially Paramount.

Of course, I did notice that the Drakol appear to be a rename of a certain race from another game. 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?"

Mephisto November 6th, 2001 07:55 PM

Re: TDM-ModPack 2.00 BETA
 
Just try this Mod for the start. It doesn't change any settings from the original game, it just adds new and - i hope - better AIs.

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by khanuk:
I am just checking the various threads on this board to get a feel for the game and should be grateful if one of you pros could please tell me what I DO need to download/instal in order to get max satisfaction.<HR></BLOCKQUOTE>


Tampa_Gamer November 6th, 2001 08:13 PM

Re: TDM-ModPack 2.00 BETA
 
Khanuk:

My 2 cents would be to (1) install the game from the CD (probably Version 1.01), (2) update it with the latest patch (Version 1.49 found in the patch section on the main SG site), (3) sit back and play the tutorials and a few small galaxy games to get a feel for how to do certain things like build ships, design and research, and then (4) look into some of the non-data modifying mods like the TDM-ModPack. Trying to install mods even before you understand some of the basics of the game, may be a bit overwhelming even if you have played a lot of 4x games before http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

-TG

[This message has been edited by Tampa_Gamer (edited 06 November 2001).]

Gorgo November 7th, 2001 01:40 AM

Re: TDM-ModPack 2.00 BETA
 
I have found two problems with the TDM-Modpack:

1) the SE IV cursor seems to have disappeared and is replaced by the window standard cursor. If I change path.txt to none again, I have the SE IV cursor back.

2)I get an error when the Klingons make their turn stating the Filler Tech entry hasn't been found. I've been searching for the file TechArea_fillertech which is stated in God Emperor's Readme, but couldn't find it on my harddrive, so I guess it's not part of the Modpack right now.

Gorgo

Tampa_Gamer November 7th, 2001 02:20 AM

Re: TDM-ModPack 2.00 BETA
 
Thanks Gorgo-

I figured out the cursor problem. With this Version we added a small modification to the intro screen to let the player know that they were using files from the TDM-ModPack directory instead of the default ones. Unfortunately, it looks like the game is OK with flipping back to the default graphics files for buttons, etc. but it really wants the cursors to be in the "TDM-ModPack\Pictures\Game" subdirectory. For now you can just copy the cursors from the default to that directory and that should fix the problem. Thanks for the bug!

-TG

Atrocities November 7th, 2001 03:23 AM

Re: TDM-ModPack 2.00 BETA
 
I noticed that the Klingon set is using the old graphic set without the Baseship BMP. The race viewer is also out dated.

And I noted that the Romulan race also is not using the Baseship BMP

CORRECTION, the name has been changed and the Race Viewers have not been updated. I will fix that now.

------------------
New Age Ship Yards

"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!" -- Captain Picard STNG

Borg Breen Species 8472 Cardassian Dominion STNG Ferengi Klingon Romulan
Trek Movie era TOS Illuminati Starwolf Rogue Fleet

Atrocities November 7th, 2001 03:25 AM

Re: TDM-ModPack 2.00 BETA
 
Just copy the new race viewer into the correct race folder. Then open it. Should work fine and show the baseship BMP now.

I have also corrected the angle of the Frigate Portrait BMP.

------------------
New Age Ship Yards

"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!" -- Captain Picard STNG

Borg Breen Species 8472 Cardassian Dominion STNG Ferengi Klingon Romulan
Trek Movie era TOS Illuminati Starwolf Rogue Fleet

[This message has been edited by Atrocities (edited 07 November 2001).]

[This message has been edited by Atrocities (edited 07 November 2001).]

Q November 7th, 2001 09:15 AM

Re: TDM-ModPack 2.00 BETA
 
Atrocities, as Gorgo already pointed out the Klingons and Romulans use the "filler technology" in the research files, which is not part of Mod-Pack an therefore gives an error message. Furthermore you did not specifify a design name file in the empire file (at least with 2000 racial points).

[This message has been edited by Q (edited 07 November 2001).]

Atrocities November 7th, 2001 09:35 AM

Re: TDM-ModPack 2.00 BETA
 
Q, I did not design the AI, but I can tell you how to fix it. Copy this and paste it into your TechArea file at the bottom.

Put the Component Text info into the Components Text file at the bottom of the list. There you go, you have borg technology now. If you don't want the borg tech, or the filler tech, then don't add the this to the components text.

Here are the Rom EMP files with Design Name specified.


------------------
New Age Ship Yards

"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!" -- Captain Picard STNG

Borg Breen Species 8472 Cardassian Dominion STNG Ferengi Klingon Romulan
Trek Movie era TOS Illuminati Starwolf Rogue Fleet

[This message has been edited by Atrocities (edited 07 November 2001).]

Gorgo November 7th, 2001 10:54 AM

Re: TDM-ModPack 2.00 BETA
 
Atrocities, you new text document file is empty - could you (or someone else) please post one that contains the filler tech?

Thanks,
Gorgo

oleg November 7th, 2001 11:26 AM

Re: TDM-ModPack 2.00 BETA
 
As mentioned already, Romulan .emp file does not specify design name. The same happens to Klingons - no design name.

Romulans have a bigger problem though. As I learned, its research and ship design files are based on God-Emperor mode which includes destroyer hull from the start. As result, Romulans do not build normal colony ships !!

Instead, they build frigates with cargo bays and call them "colony ships". Klingon' files are fine. I always like Klingons more then Romulans and am glad that later is now a laughing stock of the galaxy ! Truly pathetic race http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

I think that Piundon have problems with colony ships as well. The colony ship has only 3 engines and supply storage. The resulting supply is exactly the same as with standard 5-engine ships - 2K, so Piundon ships have _exactly the same range_ but move twice slower ! I understand that Tampa-Gamer have tried to create a long-range colony ship, but it does not work with supply storage I. To get better range, cargo bays but not engines should be replaced with supply.

Oleg.

Mephisto November 7th, 2001 12:27 PM

Re: TDM-ModPack 2.00 BETA
 
I have fixed all reported bugs upt to the post from Oleg. Thanks all for your support and keep up the good work!

Q November 7th, 2001 12:41 PM

Re: TDM-ModPack 2.00 BETA
 
One more observation: several races (e.g. Narn, Atraikan) have an empty research project line due to 50% (Narn) or even 100% (Atraikan) Tech Area Min Percent and therefore lose research points!
Thank you Atrocities for the tip how to fix the filler tech problem, but that is very easy to do: just delete the filler tech projects in the research files (2 each for the Klingons and Romulans).
As far as I see there was no major modifications for the CueCappa and Phong. So if you are interested in my AI for these two races, that are posted in the Mod section some months ago, feel free to use them. They are compatible with Version 1.49 as far as I tested it.

Gorgo November 7th, 2001 01:09 PM

Re: TDM-ModPack 2.00 BETA
 
Mephisto:

Is the changed ModPack Online again? What about the Filler Tech - is it included now?

Gorgo

Atraikius November 7th, 2001 01:37 PM

Re: TDM-ModPack 2.00 BETA
 
Q - Atraikians aren't part of the modpack. They are currently undergoing a major rework including the ship pictures since htose were just my initial pictures for a BFG Chaos race in a different color. It's going to be a while before they are done. The Zorians have the same 100% problem, but all I have left on them right now is re-rendering the bases, weapon platforms, troops, and the med./lrg transport. I'm hopeing they will be done by monday, followed by the Kzinti (using SFB ships from Ghosts Shipyards), Chaos, and Gorn (again ships from Ghosts shipyards).

Mephisto November 7th, 2001 01:55 PM

Re: TDM-ModPack 2.00 BETA
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Gorgo:
Is the changed ModPack Online again? What about the Filler Tech - is it included now?<HR></BLOCKQUOTE>

Its Online, just click the old link. The filler tech is not included (no need for it any more since MM fixed the research queue bug) but the lines that caused the errors where erased.

Mephisto November 7th, 2001 01:58 PM

Re: TDM-ModPack 2.00 BETA
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Q:
One more observation: several races (e.g. Narn, Atraikan) have an empty research project line due to 50% (Narn) or even 100% (Atraikan) Tech Area Min Percent and therefore lose research points!<HR></BLOCKQUOTE>

The Narn should not have an empty research queue. Note that the AI will fill the research queue (in fact all queues) at the end of the turn so you don't always see what the Ai is doing until you get the log report in the next turn. In which cases do the Narn have an empty research queue?


khanuk November 7th, 2001 04:42 PM

Re: TDM-ModPack 2.00 BETA
 
Tampa_Gamer and Mephisto

Many thanks for the advice. Installed SEIV Version 1.01)Last night, did the tutorial and is well impressed.

Tampa_Gamer, I will follow your lead and get the hang of this before I download the 1.49 patch and the Mods - look forward to having some meaningful input on future threads

All the best

Suicide Junkie November 7th, 2001 05:47 PM

Re: TDM-ModPack 2.00 BETA
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>I think that Piundon have problems with colony ships as well. The colony ship has only 3 engines and supply storage. The resulting supply is exactly the same as with standard 5-engine ships - 2K, so Piundon ships have _exactly the same range_ but move twice slower ! I understand that Tampa-Gamer have tried to create a long-range colony ship, but it does not work with supply storage I. To get better range, cargo bays but not engines should be replaced with supply.<HR></BLOCKQUOTE>I feel I should point out here that swapping engines for Supply Storage Is will increase your range dramatically.

In this case, 5 engines, and 2500 supplies is normal:
2500 / (5*10) = 50 squares range

3 engines, and 2500 supplies:
2500 / (3*10) = 83 range @ speed 3

By reducing your speed to 3, you get 66% more range.

Note: upgrading engines from Ion to Quantums will have no effect on your range, just your speed. You run out of fuel in the same starsystem, but you get to that starsystem faster.

Tampa_Gamer November 7th, 2001 06:15 PM

Re: TDM-ModPack 2.00 BETA
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by suicide_junkie:
I feel I should point out here that swapping engines for Supply Storage Is will increase your range dramatically.

In this case, 5 engines, and 2500 supplies is normal:
2500 / (5*10) = 50 squares range

3 engines, and 2500 supplies:
2500 / (3*10) = 83 range @ speed 3

By reducing your speed to 3, you get 66% more range.

Note: upgrading engines from Ion to Quantums will have no effect on your range, just your speed. You run out of fuel in the same starsystem, but you get to that starsystem faster.
<HR></BLOCKQUOTE>

Hmm.. Thanks suicide, I don't have my notes with me, but I thought I went through some sort of comparison when I was first doing that.

capnq November 7th, 2001 06:24 PM

Re: TDM-ModPack 2.00 BETA
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Tampa_Gamer, I will follow your lead and get the hang of this before I download the 1.49 patch and the Mods<HR></BLOCKQUOTE>

Just to clarify, Khanuk, you should not hold off on getting the 1.49 patch. It fixes a large number of bugs that have been discovered since the game was first released.

------------------
Cap'n Q
My first SE IV mod! Hypermaze quadrant
The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"

Daynarr November 7th, 2001 06:42 PM

Re: TDM-ModPack 2.00 BETA
 
Ok guys; I would like some critics on Sergetti, Xi'Chung and Norak. Currently I don't have much time to play test them, so some players observations would be more then welcome (and it would speed up the improvement of these races).

Ok, you can start shooting.


[runs for cover]

Mephisto November 7th, 2001 06:45 PM

Re: TDM-ModPack 2.00 BETA
 
Here are all the updated AI files.

khanuk November 7th, 2001 06:52 PM

Re: TDM-ModPack 2.00 BETA
 
many thanks capnq, slip of the digit there - I will be downloading the patch this evening and holding off on the Mods for the moment.

------------------
sodomis non sapiens

Rollo November 7th, 2001 07:22 PM

Re: TDM-ModPack 2.00 BETA
 
Hi everybody,
here is a couple of things that I noticed and also some some results from a test game:
1) The Colonials and Drakol do not research astrophysics1 in not connected state, so they cannot research stellar manipulation either.
2) The new files for romulan and klingon that are posted by God Emperor in the mod archive will add new empires to the folder. There are now two sets of empires for each race romulan/romulan star empire and klingon/klingon empire.

I have started a test game: large mid-life (random map, but modded to leave black holes out), 3 average planets, low tech/med cost, 3000 pts, high AI difficuty, low bonus.
Races included are the ones mentioned in the readme to have major reworks (Jraenar, Praetorian, UkraTal, Terran, Xiati), the new ones (Vaxin , Orks), the Romulan and Klingons, and the Space Vikings (of course, http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif). I am playing the Norak under full minister control. edit: (and not getting the low bonus. So don't worry about them Daynarr http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif. I will include your races in my next test).

I have posted the stats for turns 10, 20, and 30 as jpgs (attached).

Diplomacy (turn 30):

Norak (me): war with Terran & Romulans, TA with Vaxin
Space Vikings: war with Jraenar & Xiati, TA with Orks
Jraenar: war with Vikings, MA with Xiati
Preatorians: war with Vaxin, TA with Romulan
UkraTal: war with Orks
Terrans: war with Norak, TA with Romulan
Xiati: war with Vikings, MA with Jraenar, TA with Vaxin
Vaxin: TA with Norak & Xiati, war with Praetorians
Orks: war with UkraTal & Klingons, TA with Vikings
Romulan: war with Norak, TA with Praetorians & Terrans
Klingons: war with Orks

After saving on turn 20 and 30, I checked on the races for research:
Jraenar: all projects completed and thus reserach loss on turn 30 after researching PPB3 and Expl. Warhead2
Preatorian: on turn 30 after PPB1 and smaller weapons2
UkraTal: on turn 20 after PDC2 and sm. Weap1
Terran: on turn 20 after chemistry and PPB3

I noticed that many races use only 50s for research now. That will probably result in a lot of research lost (especially if giving the AI a bonus). Smaller numbers for cheap projects would not be a bad idea, IMHO.

Please let me know, if you are interested on the stats of later turns of that test game (I don't want to flood this thread with stats unless desired). Otherwise I will just post other things that I notice.

Rollo

[This message has been edited by Rollo (edited 07 November 2001).]

Atrocities November 7th, 2001 07:43 PM

Re: TDM-ModPack 2.00 BETA
 
Thank you Mephisto for the updated AI.
The Romulan and Klingons should only have the AI files the God Emperor has included. The Emp. Files I produced are exact matches for the General AI setup. They do not contain anything new. The AI IS God Emperors. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

[This message has been edited by Atrocities (edited 07 November 2001).]

Mephisto November 7th, 2001 08:16 PM

Re: TDM-ModPack 2.00 BETA
 
A short note for you, Atrocities: The emp files you sent earlier today had the button "use styles from race" not check, i.e. by adding the emp files the klingons and romulans are playing with the default AI. I have fixed this in the TDM-Emps so you might consider using them. I have also re-added all of God Emperors files to make sure that we are using his new files and no old files that might have slipped in with your graphics.

[This message has been edited by [K126]Mephisto (edited 07 November 2001).]

Mephisto November 7th, 2001 08:32 PM

Re: TDM-ModPack 2.00 BETA
 
Rollo, by all means, keep posting! This is exactly what we want to see here! http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

Mephisto November 7th, 2001 08:40 PM

Re: TDM-ModPack 2.00 BETA
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Rollo:
I noticed that many races use only 50s for research now. That will probably result in a lot of research lost (especially if giving the AI a bonus). Smaller numbers for cheap projects would not be a bad idea, IMHO.<HR></BLOCKQUOTE>

As usual there are two sides of the medal. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
If you increase the number of simultaneous projects in a low research point environment (maybe even high tech costs) the AI will not really press an early advantage in an research field. It is just hard to balance but in the end the AI will only lose research points in the beginning and not that many point (usually). We all have to make some compromises. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

Atrocities November 7th, 2001 09:09 PM

Re: TDM-ModPack 2.00 BETA
 
Thanks

Tampa_Gamer November 7th, 2001 09:16 PM

Re: TDM-ModPack 2.00 BETA
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Rollo:

1) The Colonials and Drakol do not research astrophysics1 in not connected state, so they cannot research stellar manipulation either...
Races included are the ones mentioned in the readme to have major reworks (Jraenar, Praetorian, UkraTal, Terran, Xiati), the new ones (Vaxin , Orks), the Romulan and Klingons, and the Space Vikings (of course, http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif). I am playing the Norak under full minister control. edit: (and not getting the low bonus. So don't worry about them Daynarr http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif. I will include your races in my next test).
<HR></BLOCKQUOTE>

Rollo- Thanks for the roll call that is exactly what we need so keep it coming. I will immediately fix the research files. Thanks for the catch.

Also FYI - the Dra'kol, Piundon and Colonials were completely reworked too so somebody please add them to their game and give constructive criticism http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif

Thanks
-TG

Rollo November 7th, 2001 09:59 PM

Re: TDM-ModPack 2.00 BETA
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by [K126]Mephisto:
As usual there are two sides of the medal. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
If you increase the number of simultaneous projects in a low research point environment (maybe even high tech costs) the AI will not really press an early advantage in an research field. It is just hard to balance but in the end the AI will only lose research points in the beginning and not that many point (usually). We all have to make some compromises. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
<HR></BLOCKQUOTE>

I agree with you and I am not saying that lower numbers should be used in general. However, certain tech levels (e.g low level armor and weapons , Adv. Mil. Sci., and other 5000 point stuff) could use lower numbers to prevent research loss. Just MHO.

I'll post more of my test game later.

Rollo


capnq November 7th, 2001 10:55 PM

Re: TDM-ModPack 2.00 BETA
 
Shadows_AI_General.txt has "Political Savvy" misspelled under all three Race Options.

I'm playing the Dra'kol. First Contact with the Colonials on 2401.9; when I tried to set Players to human control to get stats, 1.49 wants a Game Master password?!? In a solo turn-based game?!?!?

I have the Dra'kol in 2nd place as of 2402.0, in a 12 player solo game with the default Quick Start options.

It was really cool to see my Hypermaze listed in the compatible mods. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif I've been waiting for TDM to start working on v1.1, just to conserve HD space.

While I was downloading TDM 2.0 today, FedEx showed up with my copy of Runesword II. How am I supposed to get anything done around here? http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif

------------------
Cap'n Q
My first SE IV mod! Hypermaze quadrant
The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"

[This message has been edited by capnq (edited 07 November 2001).]

God Emperor November 7th, 2001 11:35 PM

Re: TDM-ModPack 2.00 BETA
 
Capnq,
Looks like the Shadows files in modpack are old ones too.
The Shadows_General.txt file I sent for inclusion into modpack had "Political Savvy" correctly spelled.

I have posted the files I sent to Mephisto in the races archive so that players are recommended to use these until things are sorted out. The modpack EMP files should be used though as Mephisto made a correction to each of those files.
Regards,
GE.

PS: Its a huge job that Mephisto has undertaken and some bugs were bound to crop up!

Mephisto November 7th, 2001 11:58 PM

Re: TDM-ModPack 2.00 BETA
 
Dear all,
please make sure to use the BetaUpdateI.zip that I posted earlier today (see some Posts below). It contains the newest files from God Emperor for sure. If your errors still persist, it is a bug in the new files. Please report them if you encounter any. Thanks in advance!
Mephisto/BetaUpdateI.zip]http://forum.shrapnelgames.com/ubbuploads/[K126]Mephisto/BetaUpdateI.zip

[This message has been edited by [K126]Mephisto (edited 07 November 2001).]

Rollo November 8th, 2001 12:04 AM

Re: TDM-ModPack 2.00 BETA
 
Okay, I have continued my test http://www.shrapnelgames.com/ubb/images/icons/icon7.gif.
Look at jpg for stats.

Diplomacy (turn 50):
Norak (me): T&R with Vikings, none with Jraenar, war with Terran & Romulans, MA with Vaxin
Space Vikings: T&R with Norak, war with Jraenar, none with Praetorians, TA with UkraTal, TA with Terrans, war with Xiati, T&R with Orks, TA with Klingons
Jraenar: none with Norak, war with Vikings, none with UkaTal, war with Terrans, none with Xiati, TA with Orks, war with Klingons
Preatorians: none with Vikings, none with Terrans, war with Vaxin, P with Romulan
UkraTal: TA with Vikings, none with Jraenar, war with Orks, TA with Klingons
Terrans: war with Norak, TA with Vikings, war with Jraenar, none with Praetorian, P with Romulans
Xiati: war with Vikings, none with Jraenar, P with Vaxin
Vaxin: MA with Norak, war with Praetorians, P with Xiati, war with Romulans
Orks: TR with Vikings, TA with Jraenar, war with UkraTal, war with Klingons
Romulan: war with Norak, P with Praetorians, P with Terrans, war with Vaxin
Klingons: war with Orks

other things (I have checked for research now every 5 turns after saving. After checking on the races, I always reload so the races don't get "disturbed" by my checks):
Romulans: research loss on turn 35 after PPB1 and sm. Weap. 2, and on turn 45 after construction and sm. Weap.3
Klingons: on turn 35 after PPB1 and sm. Weap2, on turn 50 after mines1 and repair1
UkraTal: on turn 40 after mines1 and repair1
Vikings: on turn 45 after physics2, ship capture2 and engine overload2; also the Vikings captured a Xiati homeworld between turn 40 and 45 with troops (WooHoo!)edit: but that was glassed by turn 50 (Boo!)
Jraenar: IMHO the small fighters are too slow with only 5 engines (movement 3 in combat), I have just seen a single enemy LC on max. range destroy two carrierloads of fighters without harm (and that was strategic combat, needless to say what a human player in tactical would do)

Okay, more to come...
Rollo

[This message has been edited by Rollo (edited 07 November 2001).]

Tampa_Gamer November 8th, 2001 12:04 AM

Re: TDM-ModPack 2.00 BETA
 
OK, here are two replacements files for the Dra'kol and Colonials if you want to play a "No Connections" type game. I inadvertantly left a minor thing like astrophyics out of their "Not Connected" research queue http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

Thanks again Rollo.

Jourin November 8th, 2001 12:35 AM

Re: TDM-ModPack 2.00 BETA
 
I agree with Rollo. A mix of 50 and 25 is needed and not one or the other. I was going through the Earth Alliance research file which is almost all 50 and comparing it to the Pyrochette which is almost all 25. In an EXCEL spreadsheet I listed all the techs in the order the AI will research (for just the first 20+ techs) and compared with the cost. Basically low cost should be no higher then 25 and high cost or key tech break points (those that reveal desired hidden tech) should be 50. Example Phyics 1 at 50K should be 50% while propulsion 1 at 10K or Smaller weapons at 5K should be no higher then 25. Industry should be 50 if the intent is to get computers but maybe computers should be 25. I found that around 20K was a good break point for the early game with around 20K or less being 25% and those greater being 50%. Although I haven't tested, I think for later games the break point should be increased to 50K. I also experimented with combos of 5,10,10 and 10,15 (keeping in multiplies of 25 for simplicity) but did not see a significant gain to offset the complications I had keeping track. Just my opinion if I was designing the research files, but since I am not, I just want to thank you for all your hard work.

Alpha Kodiak November 8th, 2001 12:55 AM

Re: TDM-ModPack 2.00 BETA
 
Rollo:

I noticed that the Vaxin are doing quite poorly in your test game (specifically, they have very few planets). Are they just suffering from poor location, or does there seem to be something wrong in their construction files?

Rollo November 8th, 2001 02:09 AM

Re: TDM-ModPack 2.00 BETA
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Alpha Kodiak:
Rollo:

I noticed that the Vaxin are doing quite poorly in your test game (specifically, they have very few planets). Are they just suffering from poor location, or does there seem to be something wrong in their construction files?
<HR></BLOCKQUOTE>

Okay, I have looked at their situation:
They had a really bad start. All their homeworlds were in differnet systems and one was not even next to the other two. By turn 10 they had contact with the Romulans(war) and Praetorians(none). By turn 20 they were at war with the Praetorians and one homeworld was damaged (reduced to 200M pop and 4 facilities out of 18). Apparently they had a temporary peace with the Romulans between 10 and 20, but that was broken in turn 20 also. By turn 30 the damaged homeworld was destroyed and another one blockaded. While they are still up and fighting in turn 70, they never really recovered from those early losses.

I will definately include them in my next game again to see how they do then.

Btw, I have all the saves from every 10 turns. If you or anybody else wants to look at them, just tell me and I will send them to you. If anybody wants me to look at something particular about their races, just let me know.

Rollo

PS: If you want me to send you any turns, write me an email. I'll be up another hour or so, post the stats up to turn70 and then go to bed.

Tampa_Gamer November 8th, 2001 02:16 AM

Re: TDM-ModPack 2.00 BETA
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by oleg:
I think that Piundon have problems with colony ships as well. The colony ship has only 3 engines and supply storage. The resulting supply is exactly the same as with standard 5-engine ships - 2K, so Piundon ships have _exactly the same range_ but move twice slower ! I understand that Tampa-Gamer have tried to create a long-range colony ship, but it does not work with supply storage I. To get better range, cargo bays but not engines should be replaced with supply.

Oleg.
<HR></BLOCKQUOTE>

Thanks for the observation Oleg, this is exactly why we wanted several more pairs of eyes on our races. I think the problem is I originally was designing the epoch 1 colonizers for several succeeding tech levels. With the design of the LRACK colonizer, I guess I should put the originals back to what they were. I will test this tonight. Thanks again.

-TG

[This message has been edited by Tampa_Gamer (edited 07 November 2001).]

[This message has been edited by Tampa_Gamer (edited 07 November 2001).]

God Emperor November 8th, 2001 02:49 AM

Re: TDM-ModPack 2.00 BETA
 
Guys,
Just to let you know, there has been some compilation problem with the Klingon, Romulan files in mod-pack.
The files I sent for inclusion work fine.
I suspect that they were accidently overwritten by an older Version.
I am in touch with Mephisto regarding it.
I have posted them in the races archive in the mean-time until it is all sorted out.

Regards,
GE.

PS: Its a huge job that Mephisto has undertaken and some bugs were bound to crop up!


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