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-   -   DeathStalker Final MOD 1.4? (http://forum.shrapnelgames.com/showthread.php?t=10402)

Devin Bass September 24th, 2003 05:46 PM

DeathStalker Final MOD 1.4?
 
Hello,
This mod looks real interesting, has anybody used it? If so, what mod did you use with it (if any)and what were the results? Did the AI successfully take advantage of the new types of components?

Thanks
Devin

JLS October 1st, 2003 11:29 AM

Re: DeathStalker Final MOD 1.4?
 
If I recall correctly, this is a Mount MOD, and it used for se4 Base Mods; for example TDM, and/or se4. Actually Install PvKs Trait Balance Mod and then Install mount mod and you will have an interesting se4 game http://forum.shrapnelgames.com/images/icons/icon12.gif

> PvKs Trait MOD is posted at this site <

Mount Mods as well as most other MODS may overwrite key data and break other Mods.

[ October 01, 2003, 11:27: Message edited by: JLS ]

Rollo October 1st, 2003 12:06 PM

Re: DeathStalker Final MOD 1.4?
 
Deathstalker's Mod includes far more than mounts. It is a comprehensive tech mod. I am not sure how the AI handles the techs, though.

JLS October 1st, 2003 12:15 PM

Re: DeathStalker Final MOD 1.4?
 
Thanks Rollo, I have an earlier v1.3 Version, I need to get v1.4 http://forum.shrapnelgames.com/images/icons/icon7.gif

EDIT: After PvKs Trait MOD is installed you may overwrite with DS's CompEnhancement.txt, but be sure to back up the se4 DATA folder FIRST; so you may reconvert latter. http://forum.shrapnelgames.com/images/icons/icon12.gif

This CompEnhancement.txt overwrite should be fine for PvKs Trait Balance MOD.

Note: Most if not any overwrites to Propostrions ,AIC and most other MODS. will break that MOD http://forum.shrapnelgames.com/images/icons/icon12.gif

[ October 01, 2003, 11:37: Message edited by: JLS ]

Fyron October 1st, 2003 03:37 PM

Re: DeathStalker Final MOD 1.4?
 
Deathstalker made 2 different mods. There is the mount mod, and then the Dmod or somesuch, which as Rollo said is more than mounts. http://forum.shrapnelgames.com/images/icons/icon7.gif

Rollo October 1st, 2003 04:02 PM

Re: DeathStalker Final MOD 1.4?
 
Quote:

Originally posted by Imperator Fyron:
Deathstalker made 2 different mods. There is the mount mod, and then the Dmod or somesuch, which as Rollo said is more than mounts. http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="sans-serif, arial, verdana">yes, and as far as I know Deathstalker's Final Mod merges both the Mount Mod and the DMod.
If I see Deathstalker around (I sometimes do in a different community) I will give him a heads-up to clarify things here http://forum.shrapnelgames.com/images/icons/icon7.gif .

JLS October 1st, 2003 04:06 PM

Re: DeathStalker Final MOD 1.4?
 
Thanks Rollo,
I could not find v1.4 on MMs MODS LIST.

[ October 01, 2003, 15:07: Message edited by: JLS ]

Rollo October 1st, 2003 04:26 PM

Re: DeathStalker Final MOD 1.4?
 
hmm, seems I was wrong all along :oops:

there is a Deathstalker's Final Mount Mod 1.4, which includes indeed only mounts.

http://www.shrapnelgames.com/cgi-bin...364;p=2#000018

so I am not sure, what happened to the DMod

my bad, sorry bout the confusion

JLS October 1st, 2003 04:34 PM

Re: DeathStalker Final MOD 1.4?
 
No confusion here Rollo, your point is a good one and I agree, the default AI's may not handle the Research Paths correctly.

[ October 01, 2003, 15:35: Message edited by: JLS ]

Deathstalker October 2nd, 2003 03:35 AM

Re: DeathStalker Final MOD 1.4?
 
grEEEtings, bEEEn awhile http://forum.shrapnelgames.com/images/icons/icon10.gif

Good to see the community going strong, says alot about the games strengths. Rollo was indeed correct with the Mount Mod, it was just mounts, 1.4 was the Last build. BUT....it was also worked in a way that the AI would take advantage of the mounts that was offered for its tech level (ie, it would use the armour mounts if it had enough tech for it, shield mounts also, etc). If I remember correctly there were still some minor problems of some races not using the proper mounts (too many races, lol) but for the most part it worked fine.

The 'D-Mod' was my attempt at a full mod, its most 'famous' tech was the addition of specialty ships with 'built-in' tech such as added combat movement and such and the addition of a 'Mercinary tech' tree that allowed the 'hiring' of merc's (they were just components that were limited to different numbers per ship, but I thought they were cool http://forum.shrapnelgames.com/images/icons/icon10.gif ). I think the Last Version of the D-Mod was for Gold 1.78, its been awhile and my computer has been formated since then (damn computer problems.....grrrr).

Anyway, I do drop in from time to time here and you never know, I may just start modding again if I have the time (between STILL playing Wiz8, MTGO and looking forward to Temple of Elemental Evil and of course, SE5, whenever that comes about http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif )


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