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Questions About the Coming Gold Patch
My sons and I play SE IV, and I just bought the Gold (1.60) a few days ago. Having trouble with the following:
(1) In QuickStart games, some races' AI_Design_Creation files do not recognize the primary strategy "Drone Attack" listed in the sections under Anti-Ship Drone and Anti-Planet Drone. I stop the error Messages (which do not crash the game) by substituting "Ram" for "Drone Attack" in those two lines of each file -- is this a fully valid solution that preserves the AI's drone tech functionality?; (2) Trying to implement TCP-IP on a two-machine micro-network with P75's running W98SE and W95, the TCP-IP Player cannot contact the TCP-IP host when directions are followed precisely. [A previous problem preventing the machines from loading the game at all was solved by installing/reinstalling Dial-Up Networking and/or the TCP-IP protocol. I have only seen that solved problem mentioned with respect to the Gold demo -- are others encountering it with the full Version?] [BTW the machines -- both P75's -- are also configured for IPX and we have played 1.49 (and now 1.60) more or less successfully on them for weeks by loading the game from a shared drive on one of them, then both players saving to that drive, etc. (this saves laboriously sending the player files back and forth). However, the following additional observations were made on this micro-network configuration.] (3) Trades offered and gifts/tributes made between player partners (non-AI) frequently seem to 'get lost' for 2, 3 or more turns, and sometimes altogether, then they will appear in the players' logs ignoring any causes for several turns' delays. Is this enemy intelligence at work? (4) Sizeable planet populations have disappeared once or twice with no mention of the causes in the player's log. Could enemy intelligence block notification of a massive attack on a planet? (5) With 'Players Can View Scores of All Empires' set as active, a few score turns into our latest game the scores and various achievement stats of all races in the game suddenly plummeted to about 1/3 their previous levels in one turn, erasing a sizeable lead by the sole aggressive empire AI (in this case Xiati) and putting both players, the one AI, and three AI neutrals at about the same level of scores. This seemigly affected the graph charts only -- the tabular score chart may have retained its data. Is there some bug that causes the scoring and recordkeeping algorithm (or the formats used to report its results) to break down sometimes? Or perhaps did one of these little old machines' computational abilities fall down on the job? One is running W98 w/ 32 MB RAM and the other is running W98 with 48 MB RAM -- both of them are machines I pieced together for my young sons from spart parts. Great work on this game everyone - you have made a convert of a long-time Stars! player and are now making inroads against my number one time-sucker, Asheron's Call! |
Re: Questions About the Coming Gold Patch
Hi Clovis, lets see what I can do for you:
1.) Please report the names of the races. The standard races should not ignore the drone attack line. Do you have any other races beside standard ones? 2.) Maybe you are not using the correct IP addresses. As both machines are on your local network, all your IPs should begin with 192.*. The next patch will allow you to choose from all available IPs your machine has from in-game. 3.) I have encountered such bugs in the past but they have vanished over time. Make sure to always click on a message type (like general message). If you don't click on a message type before typing and sending the message will be sent and shown as sent but will never arrive. If this is not the cause of your problem, try to catch the problem in a save game (one for the turn you are sending and one for the turn were it should arrive). 4.) Never heard of this. Try to catch it in a save game and sent it to MM. 5.) That was probably just a rescaling of the graph. SE4 will do this from time to time, the actually numbers are not affected, it just looks weird for a moment. |
Re: Questions About the Coming Gold Patch
Hi Mephisto! I betcha that IP address hint you gave me will work! Will try it with the boys ASAP.
On the other issue, Drone AI references. I think I have discerned something important here. Yes, the standard AI's of the races in 1.60 do not seem to recognize the 'Drone Attack' strategy in their AI_Design_Creation files. Point 1: There are two types of drones, anti-ship and anti-planet. Therefore two types of targeting priorities are called for depending upon which type of drone is to be built and directed by the AI. However, the 'Drone Attack' references I have seen, such as in the Default_AI_Strategies file, have only one set of priorities. Note that the specs in that file differ remarkably from the previous example held forth in these discussions, your own Toron race. Suggestion: Why not use "Ram" as the targeting strategy for Anti-Ship, and "Drone Attack" as the targeting stragegy for Anti-Planet? This would avoid any immediate need for hard-coding a response to this problem. But would it generally make the game AI's funky and in need of major adjustments? |
Re: Questions About the Coming Gold Patch
There is a small program you can use to find your IP address with W95/98 that you have to run once in a dos box. It is "ipconfig" for W2k but for the life of me I cannot remember how it is called in W95/98. Anyone?
Drones: Bear with me. What exactly is the drone problem? Do they produce error Messages? If so, can you sent me a savegame to heavyload@gmx.de? You can give a drone any strategy you want and - as you already found out - I actually did. http://forum.shrapnelgames.com/images/icons/icon7.gif IMHO it is not a very wise strategy to slam these very expensive devices into the next planet if I can glass it with my beam weapons and then go to the next planet repeating history. http://forum.shrapnelgames.com/images/icons/icon12.gif If you want to use more strategies make sure to alter the right file, for the standard races in the TDM-ModPack this would be the Default_AI_Strategies.txt in the TDM\AI folder. I agree with you that the standard races could use widespread improvements and that is exactly why I'm part of the TDM-Crew. However, I have now 5 races and that is the maximum I can support. I could increase this number but only by neglecting testing my races. I personally think that drones are not that great a tool for the AI as it lacks the knowledge how and when to use them. Those my races use drones only in a limited way. None of my races uses both types of drones, only one. If you increase the amount of drone types you only end up confusing the little AI brain even more. For the AI to do a good job you have to make it simple to use. And as I only use one drone type I only need one drone strategy. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Questions About the Coming Gold Patch
"winipcfg"
for win9x |
Re: Questions About the Coming Gold Patch
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by [K126]Mephisto:
There is a small program you can use to find your IP address with W95/98 that you have to run once in a dos box. It is "ipconfig" for W2k but for the life of me I cannot remember how it is called in W95/98. Anyone? <hr></blockquote> I believe you're thinking of 'winipcfg', which you don't have to run from a command line (but can). Go to Start--> Run, type in 'winipcfg' there, and a Window will appear with IP address info. At least it does in 98. Quikngruvn |
Re: Questions About the Coming Gold Patch
For the record, "ipconfig" works for NT also. You have to first do Start - Run - cmd to get a command window, or else it runs and disappears before you can see the info.
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Re: Questions About the Coming Gold Patch
Hi! Yes I bet the IP situation is covered. I will be testing it again over the weekend.
However, I'm still concerned about those pesky drones! I must say that to re-check myself, I just did a pristine new install of 1.60 on another drive of my own machine, ran a few turns of a test game with all 20 standard races involved, and there was nary a peep about the 'Drone Attack' strategy or the AI's failure to recognize same. So my next question is, on my other install on this machine, which currently has 32 races functioning, why do I get that pesky error message indicating that the 'Drone Attack' strategy is unknown? Another way of putting it is, 'In how many text files does the 'Drone Attack' strategy have to be referenced, and using what parameters?' In my initial reply to the scholarly Mephisto, I made the point that having two types of drones (anti-ship & anti-planet) hard-coded into the standard out-of-the-box game would seem to require two distinct strategies. He has skillfully dodged my point, but it remains. Is there any reason that the stock target 'Type Priorities' in the Default_AI_Strategies file are all disabled for every type of strategy, with the four 'targeting priorities' in each record used instead? Of course I take the point that I can mod any of these factors myself and see how it goes, but I want my drones to work correctly right out of the box! After all, part of the allure of SE IV Gold was the extensively-used phrase "Drones Fully Implemented in Code!" And yes, I know the difference between text files and alphanumeric or binary "code". But still ... And I bet its not just me -- I'm sure that the two distinctly different types of drone warheads were included for a reason. To carry this one step further, what about using the trifold Ram, Kamikaze, and Drone Attack strategy entries to configure a third type of drone, say a recon drone or a cheap, expendable attack ship. Why? Every Guardian's Life is precious! ;-) P.S.: Please view me and my three young progeny at Wilmerding Family Web Site [ 03 April 2002: Message edited by: Clovis ]</p> |
Re: Questions About the Coming Gold Patch
what is the IP locator for Windows ME?
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Re: Questions About the Coming Gold Patch
Don't know for WinME exactly bit it should be "winipcfg", too.
Mmm, didn't want to doge any points. http://forum.shrapnelgames.com/images/icons/icon7.gif Clovis, you are just right, you could and should have made two distinct strategies for the two drone types, However, the standard races only use warhead drones so ramming is for both of them the only way to go hence you need only one strategy. Type priorities could have been used by MM. I guess you can discuss all day long if this would benefit a race or not. Would be interesting what other people think of it and what experiences they made with it. The errors you have with some AIs in your 32 race setup could be the result from some not truly gold compatible races. I personally have found that bug when playing an old 1.49 game converted to 1.60. Try playing the troublesome race for 1 turn only and add a strategy "drone attack" manually. I think this should eliminate the problem (I hope so http://forum.shrapnelgames.com/images/icons/icon7.gif ). |
Re: Questions About the Coming Gold Patch
'In how many text files does the 'Drone Attack' strategy have to be referenced, and using what parameters?'
Sorry, nearly missed this one: Have a look for every file called *_AI_Strategies.txt. These files need the "drone attack" strategy. The "DefaultStrategies.txt" does need it, too. All races added manually over an emp file need the drone strategy in their emp file, too. You need to add something like this: Name := Drone Attack Primary Movement Strategy := Ram Secondary Movement Strategy := Maximum Weapons Range Targeting Priority 1 := Has Weapons Targeting Priority 2 := Strongest Targeting Priority 3 := Most Damaged Targeting Priority 4 := Nearest Use Type Priority First := False Type Priority Planets := 14 Type Priority Fighters := 3 Type Priority Seekers(On Us) := 5 Type Priority Seekers(On Others) := 10 Type Priority Mines := 6 Type Priority Carriers := 8 Type Priority Colony Ships := 11 Type Priority Transports := 9 Type Priority Bases(No Weapons) := 12 Type Priority Ships(No Weapons) := 13 Type Priority Bases := 2 Type Priority Ships := 1 Type Priority Satellites := 4 Type Priority Drones := 7 Dont Fire On Planets := False Dont Fire On Fighters := False Dont Fire On Seekers(On Us) := False Dont Fire On Seekers(On Others) := False Dont Fire On Mines := False Dont Fire On Carriers := False Dont Fire On Colony Ships := False Dont Fire On Transports := False Dont Fire On Bases(No Weapons) := False Dont Fire On Ships(No Weapons) := False Dont Fire On Bases := False Dont Fire On Ships := False Dont Fire On Satellites := False Dont Fire On Drones := False Fighters Launch Group Amount := 10 Break Formation Planets := True Break Formation Fighters := True Break Formation Mines := False Break Formation Carriers := True Break Formation Colony Ships := True Break Formation Transports := True Break Formation Bases(No Weapons) := False Break Formation Ships(No Weapons) := False Break Formation Bases := False Break Formation Ships := False Break Formation Satellites := True Break Formation Drones := True [ 03 April 2002: Message edited by: [K126]Mephisto ]</p> |
Re: Questions About the Coming Gold Patch
*reads updates posted on another thread*
Aw... drat. Drones can no longer target fighters or other drones. I was going to make a defense drone design that used a strategy with drones and fighters at the top of the target list and see if that would do any damage to drone and fighter swarms. (Think "defensive mines" from the Crest of the Stars anime series.) Hopefully that is something that is not hard-coded, but if it is, oh well. (What is wrong with you people, not one of you have asked the most important question about the patch: When is it going to be released?) http://forum.shrapnelgames.com/images/icons/icon10.gif ("releaseD", sigh.) [ 03 April 2002: Message edited by: Sinapus ]</p> |
Re: Questions About the Coming Gold Patch
This has been most informative, Professor Mephisto!
I must confess I had not considered what might be included in those 'sleeper' .EMP files! I have been loading them and reloading them right and left. Obviously it is something in those files that is not recognizing the 'Drone Attack' strategy name! And, by the way, those files are *code* in every meaningful sense of the word. This means that us run-of-the-mill gamers can't mod them except through the game creation interface, right?! Ergo we have to START with .EMP files that have been created in Version 1.60 -- or are otherwise 1.60 compatible -- in order to have our customized or altered Versions of the stock 'out of the box' races take any advantage of the drone-use coding whatsoever! This crucial insight, coupled with your sage advice on file-searching for all the text file references, *may* enable me to get 1.60 functioning to my exacting specifications -- with another few hours of modifications, testing, etc. I sure hope so! And personally I certainly see that the game is worth the effort! However, it doesn't solve what could be seen as Malfador's and Shrapnel's problem of having a game come out of the box functioning in less-than-optimal mode. Still the best one out there, mind you. .... but could the patch include a clearly-articulated and thoroughly-implemented bipartite or tripartite drone strategy for all races, at the 2000, 3000, and 5000 levels? I'd hate to see those two different types of warheads go to waste! Otherwise us folks who thought it was clever to copy our old (sometimes customized) .EMP files from previous Versions -- or from the mods that are available here and there -- may encounter the same kind of difficulty over and over again! [Hmm ... no wonder I couldn't save over that Ferengi .EMP file yesterday!] [ 05 April 2002: Message edited by: Clovis ]</p> |
Re: Questions About the Coming Gold Patch
So, after all is said and done, does anyone know when the patch is coming out? And does anyone know what the new content regarding Drone AI's might be? Seems to me the use of drones in the game needs to have some sort of standards set. Otherwise new players will be endlessly confused about them.
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Re: Questions About the Coming Gold Patch
Richard and Aaron said that the patch will be out early next week. There were 3 beta Versions this week so no one should say we were lazy http://forum.shrapnelgames.com/images/icons/icon12.gif .
Version History for Space Empires IV --------------------------------------------------- Version 1.67: 1. Fixed - Players created with the existing empires would require a password when loading an autosave game. 2. Fixed - AI was using construction queue resource rate instead of actual item cost when computing how many resources remained for purchases. Version 1.66: 1. Fixed - The wrong System Physical Type was set on some of the nebulae systems in the SystemTypes.txt file. 2. Fixed - Problem in the SE4 Map Editor which would cause Access Violations when you edited abilities. 3. Fixed - Cloaked minesweepers will decloak their entire group if they encounter a minefield (regardless of their minister settings). 4. Fixed - Improved the AI's calculation of resources available for purchases of ships and units. 5. Fixed - The Construction_Units.txt file can now have a list of comma separated colony types. 6. Fixed - Multiple items from the Construction_Units.txt file were being added each turn to the same construction queue. 7. Added - Added "Percentage of Resources To Reserve For Unit Construction" field to the Construction_Units.txt file. 8. Fixed - "Lucky" racial trait was not always working. 9. Fixed - Abilities "Change Bad Event Chance - System" and "Change Bad Intelligence Chance - System" were not always working. Version 1.65: 1. Fixed - Range check error when AI was processing its turn and was trying to launch drones from a planet. 2. Fixed - Display error where the Fighter report would display in the upper left-hand of the Main window. 3. Fixed - QuadrantTypes.txt had a misspelling which caused spatial ruptures to not show up. 4. Fixed - Fleet name generator was incorrect for fleet numbers over 100. 5. Fixed - Combat Simulator would remove a fleet when you tried to add the first ship to it. 6. Changed - Fighters with zero supplies only get one movement per turn. 7. Changed - Ships and fighters with zero supplies get zero shields. 8. Changed - Ships and fighters with zero supplies will not be able to fire any of their weapons. 9. Changed - Drones can only target planets, ships, and satellites. Fighters, mines, and other drones are too small to target. 10. Added - TCP/IP Host dialog will display all valid IP Addresses for the host's machine. 11. Added - TCP/IP Player dialog now allows the player to select which source IP Address they wish to use for play (the selection defaults to the first available). Version 1.64: 1. Fixed - Resource modifiers were going into negative percents. 2. Fixed - Integer overflow with large numbers of units in combat. 3. Changed - Increased the "maximum number of ships per player" and the "maximum number of units per player" selection to have an upper limit of 20,000 each on the Game Setup screen. 4. Fixed - Maintenance cost displayed for designs was not taking into account abilities of that design. 5. Added - You can now use an AI_Construction_Units.txt file with your AI. The file will only be used if it exists. This supplements the AI_Construction_Vehicles.txt file with specific units to purchase. See the AI_Construction_Units.txt file included for more details. Version 1.63: 1. Fixed - The AI was not matching class names correctly from the Vehicle Construction file. Version 1.62: 1. Fixed - The AI was not purchasing colonizing ships. 2. Changed - Put in opening screen from release Version. 3. Added - More details to AI Fleet order debug output. 4. Fixed - AI was not creating multiple designs which were of the same AI Design Type (even if they had different names). 5. Fixed - Troops were not using their shields in ground combat. Version 1.61: 1. Changed - The Default_Ai_Construction_Vehicles.txt file will now allow for the design name or the design type. The term "Colonizer" is till hard-coded to be evaluated to the needed type of colonizer. When looking for the design to build, the game will look for the latest design which matches the design name. If no match is found, then the latest design which matches the design type will be located. If neither is found, this purchase item will be skipped. 2. Added - Added an optional file called "DebugSettings.txt". This filed should be placed in the SE4 directory and controls whether certain debug setting are used in the game (if the file is not present all of the debug settings are turned off). See the file for complete details. |
Re: Questions About the Coming Gold Patch
"9. Changed - Drones can only target planets, ships, and satellites. Fighters,
mines, and other drones are too small to target. " Just curious,why? What was the problem with drones and fighters/mines/drone targeting? Does this mean drones armed with PD can't hit them either? |
Re: Questions About the Coming Gold Patch
> 3. Fixed - Cloaked minesweepers will decloak their entire group if they encounter a minefield (regardless of their minister settings).
Does this mean we can now safely run around with a cloaked fleet that includes minesweepers and they will auto-decloak and minesweep if they hit a minefield instead of just blowing up? :-) > 8. Fixed - "Lucky" racial trait was not always working. > 9. Fixed - Abilities "Change Bad Event Chance - System" and "Change Bad Intelligence Chance - System" were not always working Looks like we need more tests done on the Religious shrines now! P.S. Has anyone ever tested the anti-intel capabilities of the religious shrines? Any idea what they do? |
Re: Questions About the Coming Gold Patch
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>2. Fixed - Integer overflow with large numbers of units in combat.<hr></blockquote>
Alright, the fighter bug has been addressed. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Questions About the Coming Gold Patch
Actually, I believe that was the Sphereworld-full-of-units bug.
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Re: Questions About the Coming Gold Patch
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Bman:
> 3. Fixed - Cloaked minesweepers will decloak their entire group if they encounter a minefield (regardless of their minister settings). Does this mean we can now safely run around with a cloaked fleet that includes minesweepers and they will auto-decloak and minesweep if they hit a minefield instead of just blowing up? :-) <hr></blockquote> No, it is an AI setting and IIRC will only work with known minefields. Hit an unknown minefield and things go BUM! |
Re: Questions About the Coming Gold Patch
Regardless, the Fighter bug MUST be fixed. Too many times the game has RCE'ed our on me because of the fighter bug.
(A RCE occures whenever there are too many fighters used in combat regardless of tatical or stratigic.) RCE = Range Check Error. |
Re: Questions About the Coming Gold Patch
I am very pleased by most of the announced changes in the next patch.
However I don't understand the reasons for: "9. Changed - Drones can only target planets, ships, and satellites. Fighters, mines, and other drones are too small to target." From what I've read in this forum most player seem to share my opinion that at present drones are of limited value for the human player and almost useless for the AI. So why reduce their utility further??? |
Re: Questions About the Coming Gold Patch
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Bman:
Has anyone ever tested the anti-intel capabilities of the religious shrines? Any idea what they do?<hr></blockquote> Methinks it is kinda defense bonus similar to the ECM component. First the intel attack has to break through your counter intel projects and after that you would get a per cent chance to avoid the attack. |
Re: Questions About the Coming Gold Patch
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Q:
I am very pleased by most of the announced changes in the next patch. However I don't understand the reasons for: "9. Changed - Drones can only target planets, ships, and satellites. Fighters, mines, and other drones are too small to target." From what I've read in this forum most player seem to share my opinion that at present drones are of limited value for the human player and almost useless for the AI. So why reduce their utility further???<hr></blockquote> Could be the drones were attacking fighters instead of ships in some people's games... |
Re: Questions About the Coming Gold Patch
I was really hoping for a move to ability for drones.
But I guess not??? |
Re: Questions About the Coming Gold Patch
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Jourin:
I was really hoping for a move to ability for drones. But I guess not???<hr></blockquote> All of the beta testers are also hoping, and asking, for the same thing. Keep asking. Sooner or later MM has to listen. |
Re: Questions About the Coming Gold Patch
Until the Move-around order comes, you can always make the ineffective-than-drones Escort and Frigate Suicide Ships.
Just a thought. |
Re: Questions About the Coming Gold Patch
I am very satified with everything listed ,Especially #3. Changed - Increased the "maximum number of ships per player" and the
"maximum number of units per player" selection to have an upper limit of 20,000 each on the Game Setup screen. wwwwwwwwooooowwwwwwwww http://forum.shrapnelgames.com/images/icons/shock.gif .I SALUTE the players for emailing, & aaron on implementing this. But i was also hoping for SPACE MONSTERS.Oh well i cant have everything?. Ferengi Rules of Acquisition #75 Home is where the heart is...but the stars are made of latinum. |
Re: Questions About the Coming Gold Patch
I love patches! http://forum.shrapnelgames.com/images/icons/icon10.gif
But I hate them too, since we have to go through and re-compatiblize our mods. http://forum.shrapnelgames.com/images/icons/icon9.gif |
Re: Questions About the Coming Gold Patch
Sounds great. I noted this was supposed to be out "early this week". I tend to play monster games that Last a couple of weeks. I really don't want to start another if the patch is coming out soon. Any concept if early in the week means "like tomorrow"? Developers help please.
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Re: Questions About the Coming Gold Patch
You don't need to abandon any current game. You can patch the game and continue without problems.
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Saracen: Sounds great. I noted this was supposed to be out "early this week". I tend to play monster games that Last a couple of weeks. I really don't want to start another if the patch is coming out soon. Any concept if early in the week means "like tomorrow"? Developers help please.<hr></blockquote> |
Re: Questions About the Coming Gold Patch
Thanks for the prompt reply. And the patch will be out when? :-)
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Re: Questions About the Coming Gold Patch
Should be within the next 48 hours. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Questions About the Coming Gold Patch
Any hint about the next TDM-ModPack Version relelease date?
Thanks. Marco. |
Re: Questions About the Coming Gold Patch
Marco, we are aiming for a release next week. But that will depend on the timing of the 14+ modders involved http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Questions About the Coming Gold Patch
Thanks for the answer Tampa, please can you tel me if the new TDM-ModPack Version will be compatible with Version 1.60 ?
Sadly actually I can't install the new patch (I opened a new topic on this), the installer program tell my that my Space Empire Gold Version is not correct (AFAIK the only Version is the CD Version 1.60, any suggestion ?!) and Mephisto told me in another thread that there is some very interesting news features to exploit for you modders in Gold Version 1.67. Thanks and best regards. Marco. [ 10 April 2002: Message edited by: Marco ]</p> |
Re: Questions About the Coming Gold Patch
Yes, the TDM-ModPack patch *should* be compatible with older Gold games. However, those files that are read only once upon game start (like .emp files, etc.) would not be incorporated. Those files that are read every turn (i.e. research, construction files, etc.) should work fine.
-TG [ 10 April 2002: Message edited by: Tampa_Gamer ] [ 10 April 2002: Message edited by: Tampa_Gamer ]</p> |
Re: Questions About the Coming Gold Patch
yes they will work. The txt files are arugments for the code and any that don't have pointers are overlooked. The problem comes when you have a pointer and no arugment.
So any mod set up to work on 1.67 will work on 1.60 and may even work on 1.49 |
Re: Questions About the Coming Gold Patch
The patch installer may get hung up on mods and savegames and whatnot.
Try making a backup of all your mods, savegames and everything you've changed. Install a fresh SE4 from the CD and patch that, then copy your stuff back in. |
Re: Questions About the Coming Gold Patch
Thanks, I will try this evening at home.
Marco. Update: it worked, if you save and store changes in a separate directory you can bring back even saved games. Thanks. Marco. [ 11 April 2002: Message edited by: Marco ]</p> |
Re: Questions About the Coming Gold Patch
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