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-   -   TDM-ModPack 3.30 BETA (http://forum.shrapnelgames.com/showthread.php?t=8432)

Mephisto January 27th, 2003 07:44 PM

TDM-ModPack 3.30 BETA
 
I will post the latest available beta for the TDM-ModPack in this thread until the final release (hopefully February 5). Please post all errors and problems in this thread. Thanks for your help in advance!

[ February 13, 2003, 12:06: Message edited by: Mephisto ]

geoschmo January 27th, 2003 07:48 PM

Re: TDM-ModPack 3.30 BETA
 
Hey, the Gold patch 3 has been out for dozens of minutes are least. What took you so long with your mod? http://forum.shrapnelgames.com/images/icons/icon12.gif

Mephisto January 27th, 2003 09:03 PM

Re: TDM-ModPack 3.30 BETA
 
Quote:

Originally posted by geoschmo:
Hey, the Gold patch 3 has been out for dozens of minutes are least. What took you so long with your mod? http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="Verdana, Helvetica, sans-serif">I'm sorry, I will try and improve my performance. I feel so guilty! http://forum.shrapnelgames.com/images/icons/icon12.gif

Tenryu January 29th, 2003 01:14 AM

Re: TDM-ModPack 3.30 BETA
 
Well! About time you got the mod up and available!!
The "T-Online" site is kicking back a error 404 in German. http://forum.shrapnelgames.com/images/icons/tongue.gif
http://forum.shrapnelgames.com/images/icons/icon12.gif
Thanks Meph

minipol January 29th, 2003 02:40 AM

Re: TDM-ModPack 3.30 BETA
 
Ouch. a new SeIV patch plus a new TDM pack = no sleep.
i blame you for this http://forum.shrapnelgames.com/images/icons/icon12.gif

Mephisto January 29th, 2003 04:54 PM

Re: TDM-ModPack 3.30 BETA
 
Quote:

Originally posted by Tenryu:
Well! About time you got the mod up and available!!
The "T-Online" site is kicking back a error 404 in German. http://forum.shrapnelgames.com/images/icons/tongue.gif
http://forum.shrapnelgames.com/images/icons/icon12.gif
Thanks Meph

<font size="2" face="Verdana, Helvetica, sans-serif">The correct link is http://home.t-Online.de/home/320045362204-0001/

Where did you get the wrong link from?

Marco January 29th, 2003 07:11 PM

Re: TDM-ModPack 3.30 BETA
 
Hi,
First of all thank you for 3.30 Beta Version and for the impressive timing of his release, as requested I want to inform you about a possible little bug: yesterday evening, after 87 turns, a error message pop up:

“Ai Planet Types Errors: d:\marco\privati\space empires iv gold\tdm-modpack\pictures\races\klingon\klingon_ai_planet_t ypes.txt”

“Unable to load data file: "d:\marco\privati\space empires iv”

however, after my confirmation, the game run normally, without problems.

My settings are: standard mid-life galaxy, 18 TDM-ModPack races, breathable-only world colonisable, medium computer advantage.

As you can easily argue “D:\marco\privati\space empire iv gold\” is the Space Empire 4 directory.

Hope this can help you.
Thanks and bests regards.

Marco.

Mephisto January 29th, 2003 09:00 PM

Re: TDM-ModPack 3.30 BETA
 
Thanks, Marco. Do you know what type of colony the klingons created that turn or do you have a savegame file?

Tenryu January 29th, 2003 09:51 PM

Re: TDM-ModPack 3.30 BETA
 
Meph, it is an old link saved as a favorite, I suppose I got it at some time I DLed a ModPak Version. Properties info says it was created on May 20, 2002.

Looks like just the "tdmstart.htm" part is wrong.

http://home.t-Online.de/home/3200453...1/tdmstart.htm

I updated my link to:
http://home.t-Online.de/home/3200453...mstartgold.htm

Thanks

[ January 29, 2003, 19:54: Message edited by: Tenryu ]

Marco January 30th, 2003 03:38 PM

Re: TDM-ModPack 3.30 BETA
 
Sorry, this morning I experienced a crash on my D:\ hard disk and now I must reinstall all the programs. Unfortunately even the Space Empire 4 Gold directory is gone, nevertheless the error message did not pop up again after turn 87, in case the same or another error message will happen on my new game, I will send you the relative save game file.
Marco.

Silent Sorrow February 2nd, 2003 09:01 PM

Re: TDM-ModPack 3.30 BETA
 
Is the Earth Alliance really changed? I see in the setup menu that the date for the EA still reads 8/5/02 while some of the other changed races (i.e. Jraenar) have a newer 2003 date (something like 2/2/03).

Slick February 2nd, 2003 09:37 PM

Re: TDM-ModPack 3.30 BETA
 
I know you asked for problems, but I haven't seen any yet. I have seen something encouraging. With the new patch, the AI is supposed to use its bonus a little better. I can confirm that I have seen AI fleets of 35+ ships! And, yes, I said fleetS, meaning more than one large fleet in powerful empires. I saw a really large fleet of the Krill which was very balanced. I have also seen the AI capture planets more frequently. I had seen this (rarely) in pre-1.84, but it is more frequent now. Also its use of stellar manipulation is increased.

Prior to this patch, it seemed like the AI would always run into economic problems and not be able to handle expensive things like large fleet maintenance, Stellar Manipulation, etc. With the change:

v1.82
2. Fixed - Computer Players which had a "Computer Player Bonus" set above None were not using all of their bonus funds.

the stock and modified AI seems to have a cascade improvement and is doing lots of things better.

Great work, guys!

[edit: I just saw an AI fleet of 59 ships!!!]

Slick.

[ February 03, 2003, 04:11: Message edited by: Slick ]

Tampa_Gamer February 2nd, 2003 10:43 PM

Re: TDM-ModPack 3.30 BETA
 
Silent- that is just the .emp file date that appears on the set-up menu. It only needs to be changed when the AI developer switches strategies or a few other tweaks. There are 13+ other files that actually control the behavior of the AI which are found the particular race's subdirectory - those are the dates to look at to see if a particular race has been updated recently.

-TG

Mephisto February 3rd, 2003 02:30 AM

Re: TDM-ModPack 3.30 BETA
 
A new beta Version is available. Races changed since 3.20 are Earth Alliance, Jraenar, Klingon, Narn, Praetorian, Romulan, Sallega, Shadows, Terran, Toltayan, Toron, Ukratal and Xiati. Please check these races out. I hope we didn’t miss any errors.

[ February 13, 2003, 12:05: Message edited by: Mephisto ]

Marco February 3rd, 2003 10:21 AM

Re: TDM-ModPack 3.30 BETA
 
Hi,
a question : can I install the new TDM33b2 Version directly over the precedent Version or I must uninstall TDM33?
Thanks again for your wonderful work.

Tampa_Gamer February 3rd, 2003 03:16 PM

Re: TDM-ModPack 3.30 BETA
 
Marco - you should be able to.

Mephisto February 4th, 2003 12:33 AM

Re: TDM-ModPack 3.30 BETA
 
You can install the latest beta over any TDM-Version, it will work. However, some small files will then be installed on your PC that are not needed (round about ~ 20 kb). If you want a clean install, delete the TDM-Folder and reinstall the beta.

Mephisto February 5th, 2003 12:38 PM

Re: TDM-ModPack 3.30 BETA
 
The next beta Version is up. I hope to have a final Version on the weekend.

[ February 13, 2003, 12:06: Message edited by: Mephisto ]

Tenryu February 5th, 2003 12:44 PM

Re: TDM-ModPack 3.30 BETA
 
Thanks meph.

Mephisto February 6th, 2003 01:55 AM

Re: TDM-ModPack 3.30 BETA
 
Here is the latest beta Version. If all goes well and no errors show up this will be the final Version.

[ February 13, 2003, 12:06: Message edited by: Mephisto ]

dogscoff February 7th, 2003 01:26 PM

Re: TDM-ModPack 3.30 BETA
 
Any chance of a download with just the AI files in? I already have all the images and 10 meg is quite a fat download for my skinny dialup connection=-)

Thanks.

Tampa_Gamer February 7th, 2003 06:19 PM

Re: TDM-ModPack 3.30 BETA
 
TDM-ModPack 3.30 (beta still)

FYI - For those of you wondering how significant of an upgrade this is and whether or not it is worth the pain of downloading again here are the statistics (please note that except for my Last statement, I have not made any specific references to races or their authors, since to do so would unduly set them above the others contained in the mod - for a full list of all contributors, see the "Readme - TDM Mod Pack.txt" file):

* The mod now contains 15 revised original races (4 added with this revision) & 17 entirely new races (1 of which is added with this revision) for a total of 32 races.

* Of the 32 races, 26 have been substantially revised since the Last Version of TDM-ModPack was released in August 2002 (of course 5 are new with this Version, so the statistic is more like 21 out of 26).

* This latest Version now contains a total of 1,992 files, 415 of which have changed since the August 2002 Version, including 74 .bmp files for the new race.

* My special thanks goes to Mephisto (for his extremely hard work organizing the latest updates, keeping on top of everyone & install program) and Master Belisarius (for coordinating the AI dead match which greatly helped all of us AI modders with their latest updates).

Dogscoff - due to the amount of files, it would take a tremendous amount of additional time to sort out which files were update/added since the Last official Version. Combine that with all the requests we got for assistance with the zip files, and that is why Mephisto put a ton of time into searching for and creating this install program. Of course, the mod may be freely distributed as long as none of the files are modified, etc. so that does not stop anyone from creating such an incremental file...

-TG

[ February 07, 2003, 16:22: Message edited by: Tampa_Gamer ]

F Te antKe February 7th, 2003 07:46 PM

Re: TDM-ModPack 3.30 BETA
 
dogscoff ,
I downloaded the exe and ran it.
I then zipped all of the *.txt files
The size is about 1.6 mb.
Is that what you mean?
I can email it to you.

mac5732 February 8th, 2003 04:49 AM

Re: TDM-ModPack 3.30 BETA
 
this is only a small request, but would it be possible that when you play the game with the TDM and it shows Using TDM Directory in upper right, it could also list the TDM Version Number? This would help us old geezers know that we have the right Version when we play the game, especailly as with PBW we use different Versions...

Thanks for a great MOD

just some ideas Mac

Tampa_Gamer February 8th, 2003 05:46 AM

Re: TDM-ModPack 3.30 BETA
 
Mac - good idea. Done.

Mephisto February 8th, 2003 12:11 PM

Re: TDM-ModPack 3.30 BETA
 
TDM330Full.exe, for download click here

TDM-ModPack 3.30 (Gold Version)
February 7, 2003

For use with Space Empires IV Version 1.84 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 a major overhaul to the AI files to get the most of the current Version of SE4.

INSTALLING THE TDM-MODPACK
=============================

AUTO-INSTALLER - Just double-click on the file and follow the instructions.

UN-INSTALLING THE TDM-MODPACK (OPTION 1)
=========================================

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

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

(3) Rename the file "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 (OPTION 2)
=========================================

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

(2) Alter this line:

Using Mod Directory := TDM-ModPack

to

Using Mod Directory := None

(3) Save and close the file "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.

THE SE4 LAUNCHER UTILITY BY MATRYX
====================================

As of Version 3.10 of the TDM-ModPack, we are happy to be able to incorporate one of the best utilities created by a fellow player for those that use mods with this game. This utility was designed by Matryx and is included with his express permission. It allows you to choose a particular "mod" folder upon starting SE4. This utility will be automatically installed along with the TDM-ModPack and will be located in your main SE4 folder. For more detailed information be sure to read the file "SE4Launcher.doc" located in the main SE4 directory after installation. To use:

(1) Press your "Start" button on the windows task bar, select "Programs," then select "Shrapnel Games" and click on the program called "SE4 ModLauncher"
(2) When the utility starts, choose the mod in the left most column that you would like to use for this game by clicking once with the mouse (note- the utility automatically creates these choices based on the list of folders located in your main directory and is designed to give your information for each mod that contains a "modinfo.txt" file)
(3) Once your selection is made, click the button called "Play SEIV."
(4) That's it! If you selected the "TDM-ModPack" you should be greeted with our specially modified intro screen to let you know your selection was successful.

INSTALLING OTHER MODS
=======================

If you want to use other Mods while playing the TDM-ModPack, 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 3.30 - Maintenance update due to the Space Empires IV 1.84 patch. 5 races were added.

Compiled file contains the following:

(01) Complete AI Race files and Shipset for "Aquilaeian" - Version 2.30 (with shipset by Klaus Lehtonen a/k/a Zarix and AI files by Master Belisarius).

(02) Complete AI Race files and Shipset for "Colonials" - Version 1.23 (with shipset and AI files by Dracus).

(03) Complete AI Race files and Shipset for "Cue Cappa" - Version 1.21 (with default shipset by Malfador Machinations, AI files by Rollo and speech file by Quikngruvn).

(04) Complete AI Race files and Shipset for "Cylons" - Version 1.40 (with shipset and AI files by Dracus).

(05) Complete AI Race files and Shipset for "Dra'kol" - Version 2.10 (with shipset by Don Phillips a/k/a Voidhawk, AI files by Tampa_Gamer and speech file by John Zamarra).

(06) Complete AI Race files and Shipset for "Earth Alliance" - Version 3.00 (with shipset by Randy Stulce and other artists and AI files by Mephisto).

(07) Complete AI Race files and Shipset for "EEE" - Version 1.30 (with default shipset by Malfador Machinations, AI files by Rexxx).

(08) Complete AI Race files and Shipset for "Fazrah" - Version 1.50 (with default shipset by Malfador Machinations, AI files by Blade).

(09) Complete AI Race files and Shipset for "Gron" - Version 1.10 (with shipset by Richard Meics, AI files by Rexxx).

(10) Complete AI Race files and Shipset for "Jraenar" - Version 1.78j (with default shipset by Malfador Machinations, AI files by God Emperor).

(11) Complete AI Race files and Shipset for "Klingons" - Version 1.78j (with shipset from Atrocities, AI files by God Emperor).

(12) Complete AI Race files and Shipset for "Krill" - Version 3.00 (with default shipset by Malfador Machinations, AI files by Atraikius).

(13) Complete AI Race files and Shipset for "Narn Regime" - Version 3.00 (with shipset by Randy Stulce and other artists and AI/speech files by Mephisto).

(14) Complete AI Race files and Shipset for "Norak" - Version 2.10 (with default shipset by Malfador Machinations, AI files by Daynarr).

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

(16) Complete AI Race files and Shipset for "Piundon - Version 1.60 (with default shipset by Malfador Machinations, AI files by Tampa_Gamer, speech file by John Zamarra)

(17) Complete AI Race files and Shipset for "Praetorian" - Version 1.78j (with default shipset by Malfador Machinations, AI files by God Emperor).

(18) Complete AI Race files and Shipset for "Pyrochette" - Version 2.20 (with shipset by Grand Mausic Yith Saulkar and AI files by Master Belisarius).

(19) Complete AI Race files and Shipset for "Rage Collective" - Version 2.50 (with shipset and AI files by Alpha Kodiak)

(20) Complete AI Race files and Shipset for "Romulans" - Version 1.78j (with shipset from Atrocities, AI files by God Emperor).

(21) Complete AI Race files and Shipset for "Sallega" - Version 1.78j (with default shipset by Malfador Machinations, AI files by God Emperor).

(22) Complete AI Race files and Shipset for "Sergetti" - Version 2.10 (with default shipset by Malfador Machinations, AI files by Daynarr).

(23) Complete AI Race files and Shipset for "Shadows" - Version 1.78j (with shipset from Atrocities, AI files by God Emperor).

(24) Complete AI Race files and Shipset for "Terran" - Version 3.00 (with default shipset by Malfador Machinations, AI files by Mephisto).

(25) Complete AI Race files and Shipset for "Toltayan" - Version 1.78j (with default shipset by Malfador Machinations, AI files by God Emperor).

(26) Complete AI Race files and Shipset for "Toron Confederation" - Version 3.00 (with shipset by Klaus Lehtonen and AI by Mephisto).

(27) Complete AI Race files and Shipset for "Ukratel" - Version 1.78j (with default shipset by Malfador Machinations, AI files by God Emperor).

(28) Complete AI Race files and Shipset for "United Flora" - Version 2.02 (with shipset by Henk Brouwer, AI files by Rollo).

(29) Complete AI Race files and Shipset for "Vaxin" - Version 1.31 (with shipset and AI files by Alpha Kodiak).

(30) Complete AI Race files and Shipset for "Vikings" - Version 1.11 (with shipset by Dogscoff and AI files by Rollo).

(31) Complete AI Race files and Shipset for "Xiati" - Version 3.00 (with default shipset by Malfador Machinations, AI files by Mephisto).

(32) Complete AI Race files and Shipset for "Xi'Chung" - Version 2.20 (with default shipset by Malfador Machinations, AI files by Daynarr).

(33) Revised default AI_Planet_Types file to tweak planet selection for AI (by Daynarr).

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

(35) 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).

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

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

(38) Complete SE4 Launcher Utility - Version 2.26 (created by Gregory 'DM-Matryx' Sweetman).

(39) New default AI_Construction_Units file included to increase AI unit production in default, non-modded AI races (by Tampa_Gamer and Mephisto).

VERSION 3.20 - Maintenance update due to the Space Empires IV 1.78 patch. Added the "United Flora" races.

VERSION 3.11 - Includes fixes for all known bugs from Version 3.10. The Earth Alliance, the Narn, the Terrans, the Torons and the Xiati were tweaked. Fixed a problem with the install program.

VERSION 3.10 - Introduction screen now using the GOLD screen (again modified to indicate use of "TDM-ModPack Directory"), minor bug fixes, again rework of all previous races and re-adding several races that we left out on the CD for copyright reasons. Also, most of these new races files take advantage of the new features implemented via the Gold Patch.

VERSION 3.00 - GOLD-Version of the TDM-ModPack. All the races were modified and made compatible with the GOLD-Edition.

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

VERSION 1.80 - Aquilaeian race added, older 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.

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

VERSION 1.71 - Revisions to all races, updated for SE4 ver 1.35 & Pyrochette race added.

VERSION 1.70 - Revisions to all races & additional races added.

VERSION 1.60 - Revisions to all races.

VERSION 1.50 - Added shipsets for two races, 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 the TDM-ModPack at
http://home.t-Online.de/home/320045362204-0001/
or in the "Space Empires: IV - AI Races/Ship Sets" folder on the Shrapnel Games website download section located at
http://216.167.123.13/cgi-bin/ultima...&f=50&t=000001

(3) Contact the TDm-ModPack-Team at HeavyLoad@Gmx.de

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

Have Fun!
- The TDM-ModPack Team

[ February 13, 2003, 13:10: Message edited by: Mephisto ]

Tenryu February 9th, 2003 02:16 AM

Re: TDM-ModPack 3.30 BETA
 
Awesome, thanks you guys. I love this Mod.

Mephisto February 9th, 2003 12:59 PM

Re: TDM-ModPack 3.30 BETA
 
Hi Oleg, Imperator Fyron,
please post about the TDM here, not in the New Scenario/Mod Forum. You were just lucky I found your Posts over there.
As I have explained many times, I will not offer an zip-file. I had enough people asking for help because they could not handle the zip files. All this has vanished with the installer. What’s the problem with the installer anyway? You can disable icon installation, it won't write a single line into your registry, it is simple to use and allows you to install wherever you want.
Finally, the installer is in fact smaller then the zip file: The Installer is 9.576 kb, the zip file is 10.478 with maximum compression.

Fyron February 9th, 2003 01:33 PM

Re: TDM-ModPack 3.30 BETA
 
Sorry, I didn't feel like searching for this thread. http://forum.shrapnelgames.com/images/icons/icon12.gif You can delete my post over there if you want to. http://forum.shrapnelgames.com/images/icons/icon7.gif

You can't view any files in it without installing the whole thing, for one. It offers nothing that WinZip doesn't offer. It forces me to reinstall the Mod Launcher, which is pointless. What would be worse is if a new Version of the Mod Launcher comes out, and then the TDM installer installs and obselete Version.

[edit]
Actually, it is even worse than that. The TDM installer includes a Launcher.ini file! This is extremely bad, as it will overwrite the Launcher.ini file that people already have, which will cause them to lose all stored password. http://forum.shrapnelgames.com/images/icons/icon9.gif Luckily I didn't install it straight to the SE4 folder.
[/edit]

Zip files are extremely easy to use. Anyone that is downloading files from the internet needs to learn how to use them. The instructions necessary to explain how to install the TDM mod from a zip file would not be very long at all.

[ February 09, 2003, 11:35: Message edited by: Imperator Fyron ]

Mephisto February 9th, 2003 04:02 PM

Re: TDM-ModPack 3.30 BETA
 
I cannot delete any files in the Mod Forum, no moderator can.
You can install the ModPack anywhere you like so you are really not forced to override any files like the ModLauncher. I think the need to watch or extract only one single file from the pack isn’t very widespread and even if you want to do it, you can simply install the TDM in another folder and get the file from there.
I agree with you that anybody on the internet should be able to handle Winzip. But that’s a “should”. Many people are not able to use Winzip. Many people haven’t the slightest idea what a folder is. Many more don’t know what files need to be in what directory with what settings to be able to run TDM. Others are unable to find the folder SE4 is installed in let alone the ModLauncher without an icon. The people unable to overcome these obstacles are many more then the number of people able to work with a zip file as intended. And no, a good documentation won’t help. We had a detailed “how to install” winzip documentation in the readme but to follow this you need to understand your explorer, folder structure and – the biggest problem – find and read the readme carefully before you try something silly.
Your wishes as the TDM-Team is to bring the best possible AIs to as many SE4 Customers as possible as easy as possible and as small on the download as possible.
You may ask why there aren’t to Versions of the ModPack, one zip and one exe. Besides that the exe is smaller then the zip, it is because people who are unable to use the zip tend to download just zips and not the installer. Don’t ask me why, it some of Murphy’s laws, obviously. Finally, it is a quite a bit of work to maintain the TDM and offer support for people, especially with two different install methods. And telling them to once again download the easier install is quite annoying for the modem Users.
I see why some people would like a Winzip as they are expert Users but the majority of Users is not and I just don’t have the time for all the double work so there will be only the installer Version as the official Version. Feel free to post and maintain a unofficial Winzip Version. You are free to do so as long as no file are modified, added or deleted. http://forum.shrapnelgames.com/images/icons/icon7.gif

Captain Kwok February 9th, 2003 06:24 PM

Re: TDM-ModPack 3.30 BETA
 
I hate to agree with Fyron, but I also prefer the .zip file Version for flexibility, if I had the bandwidth I wouldn't mind hosting a .zip verson, but unfortunately I do not. http://forum.shrapnelgames.com/images/icons/icon9.gif

It kind of boggles the mind to know that Users who can play a complex game like Space Empires can't use a simple program like winzip! Again hating to agree with Fyron, but this should be a must for any computer user!

Fyron February 9th, 2003 11:55 PM

Re: TDM-ModPack 3.30 BETA
 
Is something wrong with agreeing with me? http://forum.shrapnelgames.com/images/icons/icon9.gif

Fyron February 10th, 2003 12:30 AM

Re: TDM-ModPack 3.30 BETA
 
For those of you that would much rather have a Zip file of TDM 3.30 instead of an exe installer, I have decided to upload one for you. If you do not know how to use a Zip file, DO NOT download this. Get the installer Mephisto has uploaded.

The contents of this file are exactly the same as those of the installer. For some strange reason, this file is a bit larger than the exe, but whatever. Here it is:

TDM-Modpack.zip -- 10,477 KB
TDM-Modpack.rar -- 9,641 KB -- requires Winrar or Unrar. WILL NOT OPEN IN WINZIP

Mephisto, RAR files compress to about the same size your installer is. http://forum.shrapnelgames.com/images/icons/icon7.gif Too bad people are hooked on ZIP and can't learn better methods. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ February 10, 2003, 08:29: Message edited by: Imperator Fyron ]

raynfala February 10th, 2003 08:35 PM

Re: TDM-ModPack 3.30 BETA
 
Question: If I'm currently running a solo game using TDM v3.2 (with SEIV 1.84, of course), will the saved game still work if I update to TDM 3.3, or will I need to start a fresh game?

--Raynfala

Mephisto February 10th, 2003 08:44 PM

Re: TDM-ModPack 3.30 BETA
 
You can upgrade ingame, no need to restart the game. http://forum.shrapnelgames.com/images/icons/icon7.gif

gregebowman February 10th, 2003 08:45 PM

Re: TDM-ModPack 3.30 BETA
 
Quote:

Originally posted by Imperator Fyron:
Mephisto, RAR files compress to about the same size your installer is. http://forum.shrapnelgames.com/images/icons/icon7.gif Too bad people are hooked on ZIP and can't learn better methods. http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Well, one reason many people may use zip is that they probably don't know where the .rar comes from. I'm one of them. I've seen it used for the past few months, but I have no idea of what program to use to "unzip" them. What's it called and where can I find it?

capnq February 10th, 2003 09:44 PM

Re: TDM-ModPack 3.30 BETA
 
Quote:

I have no idea of what program to use to "unzip" them.
<font size="2" face="Verdana, Helvetica, sans-serif">
Quote:

requires Winrar or Unrar.
<font size="2" face="Verdana, Helvetica, sans-serif">

Fyron February 10th, 2003 11:58 PM

Re: TDM-ModPack 3.30 BETA
 
Quote:

Originally posted by gregebowman:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Imperator Fyron:
Mephisto, RAR files compress to about the same size your installer is. http://forum.shrapnelgames.com/images/icons/icon7.gif Too bad people are hooked on ZIP and can't learn better methods. http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="Verdana, Helvetica, sans-serif">Well, one reason many people may use zip is that they probably don't know where the .rar comes from. I'm one of them. I've seen it used for the past few months, but I have no idea of what program to use to "unzip" them. What's it called and where can I find it?</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Yeah, as Capnq said (quoting me). http://forum.shrapnelgames.com/images/icons/icon10.gif

You can get WinRar at http://www.rarlabs.com.

orev_saara February 11th, 2003 10:13 PM

Re: TDM-ModPack 3.30 BETA
 
I tried to e-mail the TDM-Modpack team, but the address I found was no good, so I'll ask here. Is it alright to usemodified Versions of the TDM AI files in my mod if they're credited? It would save me a lot of time.

Mephisto February 11th, 2003 11:03 PM

Re: TDM-ModPack 3.30 BETA
 
Quote:

Originally posted by orev_saara:
I tried to e-mail the TDM-Modpack team, but the address I found was no good, so I'll ask here. Is it alright to usemodified Versions of the TDM AI files in my mod if they're credited? It would save me a lot of time.
<font size="2" face="Verdana, Helvetica, sans-serif">You can use them, please see Tampas post above for details about it. Where did you get the "bad" Email from? I would like to correct it if I can.

[ February 11, 2003, 22:45: Message edited by: Mephisto ]

Tampa_Gamer February 11th, 2003 11:56 PM

Re: TDM-ModPack 3.30 BETA
 
Hi orev_saara:

Just to expand/clarify on Mephisto's permission, we state in the readme.txt that “The TDM-ModPack may be freely distributed as long as no files are modified, added or deleted.” Generally, we are OK with people making modifications that are necessary for the AI to cope with data modifications the mod creator has made. However, what we are NOT OK with is people taking the AI text files, basically slapping a new name on them, changing a couple of lines, then passing it off as their unique race with only a passing reference to the original AI creator. Some of the AI modders may be OK with that, but you would have to contact them individually to talk to them (most of them list their e-mail addressess in the specific readme.txt for their race)

Obviously, none of this is enforceable - but is rather just good form and respect to the time and effort made by the original AI modders.

Thanks
-TG

orev_saara February 12th, 2003 05:52 AM

Re: TDM-ModPack 3.30 BETA
 
Quote:

However, what we are NOT OK with is people taking the AI text files, basically slapping a new name on them, changing a couple of lines, then passing it off as their unique race with only a passing reference to the original AI creator.
<font size="2" face="Verdana, Helvetica, sans-serif">I'm not sure if I did that right, that's my first attempt to actually quote directly. To the point, I certainly don't intend to pretend that I did this stuff myself. Mostly, I'll just need to adjust tech trees, and change a couple of design choices to fit with those changes. Would that be Kosher?

Mephisto, the address I tried was in the 3.2 TDM, and I've realized that it was just out of date. My mistake.

Tampa_Gamer February 12th, 2003 03:13 PM

Re: TDM-ModPack 3.30 BETA
 
Quote:

Originally posted by orev_saara:
Mostly, I'll just need to adjust tech trees, and change a couple of design choices to fit with those changes. Would that be Kosher?

<font size="2" face="Verdana, Helvetica, sans-serif">Yes, I think that would fall in the first Category that I described.

-TG

[ February 12, 2003, 13:13: Message edited by: Tampa_Gamer ]

gregebowman February 13th, 2003 04:20 PM

Re: TDM-ModPack 3.30 BETA
 
Now that the new mod and new patch have come out, what do I need to do to add a new race to the mod? What AI changes would need to be done to make the empire compatable?

Mephisto February 14th, 2003 01:54 AM

Re: TDM-ModPack 3.30 BETA
 
Quote:

Originally posted by gregebowman:
Now that the new mod and new patch have come out, what do I need to do to add a new race to the mod? What AI changes would need to be done to make the empire compatable?
<font size="2" face="Verdana, Helvetica, sans-serif">All gold races are still valid and need to be placed in the Mod\pictures\races folder.

Slick March 7th, 2003 02:51 AM

Re: TDM-ModPack 3.30 BETA
 
Hey, the latest TDM Version of the EEE has a design flaw. The Light Cruiser Rock Colonizer will add 2 Self Destruct Devices.

edit: Don't get me wrong, I love the TDM modpack and I don't want to come across the wrong way.

Slick.

[ March 07, 2003, 08:09: Message edited by: Slick ]

Rexxx March 7th, 2003 11:42 AM

Re: TDM-ModPack 3.30 BETA
 
Quote:

Originally posted by Slick:
Hey, the latest TDM Version of the EEE has a design flaw. The Light Cruiser Rock Colonizer will add 2 Self Destruct Devices.

edit: Don't get me wrong, I love the TDM modpack and I don't want to come across the wrong way.

Slick.
<font size="2" face="Verdana, Helvetica, sans-serif">Hi Slick.
Yeah, you're right. Each EEE colonizer equipped with a quantum reactor comes with two SDDs. I know it's a flaw but it's intentional. The Last patch introducing the hardcoced MC (grumble) raised the resources to be spent for colonizers drastically. Colonizers using a light cruiser hull get very expensive with a MC (grumble, grumble), that means more time is needed for construction leading to a lower expansion rate. (at this point usually I'm getting really annoyed...)
A MC III of 20 kt replacing Bridge, LS and CQ and makes 10 kt space available. Knowing that the AI will fill up free space of a design with the majority component ability I used the SDD (the most expensive - but still useful - 10 kt component) for that. So, the QR-colonizers will get even more expensive, as expensive as possible. I know, it's plain stupid in terms of efficiency but that's the way I'm ticking...

Thanks for your feedback. It is very much appreciated. It is so tedious checking and double checking my AIs again and again to get rid of as many flaws as possible and never completely succeeding. That is when feedback comes into play, unfortunately it is a rare gift...

Slick March 7th, 2003 05:33 PM

Re: TDM-ModPack 3.30 BETA
 
Quote:

Originally posted by Rexxx:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Slick:
Hey, the latest TDM Version of the EEE has a design flaw. The Light Cruiser Rock Colonizer will add 2 Self Destruct Devices.

edit: Don't get me wrong, I love the TDM modpack and I don't want to come across the wrong way.

Slick.

<font size="2" face="Verdana, Helvetica, sans-serif">Hi Slick.
Yeah, you're right. Each EEE colonizer equipped with a quantum reactor comes with two SDDs. I know it's a flaw but it's intentional. The Last patch introducing the hardcoced MC (grumble) raised the resources to be spent for colonizers drastically. Colonizers using a light cruiser hull get very expensive with a MC (grumble, grumble), that means more time is needed for construction leading to a lower expansion rate. (at this point usually I'm getting really annoyed...)
A MC III of 20 kt replacing Bridge, LS and CQ and makes 10 kt space available. Knowing that the AI will fill up free space of a design with the majority component ability I used the SDD (the most expensive - but still useful - 10 kt component) for that. So, the QR-colonizers will get even more expensive, as expensive as possible. I know, it's plain stupid in terms of efficiency but that's the way I'm ticking...

Thanks for your feedback. It is very much appreciated. It is so tedious checking and double checking my AIs again and again to get rid of as many flaws as possible and never completely succeeding. That is when feedback comes into play, unfortunately it is a rare gift...
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Ah. Not being a modder, it wasn't obvious to me. Looked like a minor problem. When I saw the 2nd design with 2 SDD's, I thought I should mention it here. Maybe the next patch will address this.

Slick.

Rexxx March 7th, 2003 06:34 PM

Re: TDM-ModPack 3.30 BETA
 
Quote:

Originally posted by Slick:
When I saw the 2nd design with 2 SDD's, I thought I should mention it here.
Slick.
<font size="2" face="Verdana, Helvetica, sans-serif">That's exactly what I appreciate. Any kind of feedback is helpful. I think that is true for every modder.
It's not only that two pair of eyes are better than one but hearing about other opinions about my AIs always help. How should I know about my blind spots if nobody mention them.

Slick March 9th, 2003 09:20 AM

Re: TDM-ModPack 3.30 BETA
 
Ok, now I found a TDM Klingon Drednought with 2 Master Computers. Is this by design as well? Sure makes the ship expensive.

Slick.

[ March 09, 2003, 07:21: Message edited by: Slick ]


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