.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   FYI - TDM ModPack 1.70 Posted (http://forum.shrapnelgames.com/showthread.php?t=2604)

Tampa_Gamer April 3rd, 2001 08:51 PM

FYI - TDM ModPack 1.70 Posted
 
FYI - In case anyone missed it, Version 1.70 of the TDM ModPack is now posted and contains the following contributions/authors:

(1) Complete AI Race files and Shipset for "Earth Alliance" - Version 2.01 (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 2.01 (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 2.01 (with shipset by Klaus Lehtonen and AI/speech files by K126 Mephisto).

(4) Complete AI Race files and Shipset for "Darlok" - Version 1.60 (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 1.70 (with default shipset from Malfador Machinations, AI files by Daynarr).

(6) Complete AI Race files and Shipset for "Xi'Chung" - Version 1.31 (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 1.05 (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 1.2 (with shipset and AI files by Alpha Kodiak)

(10) Complete AI Race files and Shipset for "Battle Star Galactica - Colonials" - Version 1.05 (with shipset by Dracus and AI files by Tampa_Gamer)

(11) Complete AI Race files and Shipset for "Norak" - Version 1.31 (with default shipset from Malfador Machinations, AI files by Daynarr).

(12) New formations.txt file that includes 8 new formations (made by Tampa_Gamer and Daynarr)

Enjoy!

Jason2 April 3rd, 2001 09:19 PM

Re: FYI - TDM ModPack 1.70 Posted
 
WWWWOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO HHHHHHHHHHHHHHHHHHHHHHOOOOOOOOOOOOOOOOOOOOOOOOOO!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!

Master Belisarius April 3rd, 2001 09:20 PM

Re: FYI - TDM ModPack 1.70 Posted
 
Well done boys!
Thank you!!!!

geoschmo April 3rd, 2001 10:23 PM

Re: FYI - TDM ModPack 1.70 Posted
 
Tampa et al,

Thanks for all the hard work.

One suggestion. There are a few of us, myself included, that like to use the quick start option from time to time when playing a game. Without modifying the settings.txt file you can't use those cool new races though in quick start mode.

I have done this on my own machine. I could post it if you like, or one of you could implement it in future Versions. It's a very simple change.

Geo

Tampa_Gamer April 3rd, 2001 10:32 PM

Re: FYI - TDM ModPack 1.70 Posted
 
Geo - no prob, go ahead and post it (as long as it is "clean" and does not contain other changes you have made to that file). Thanks for the suggestion, I will make sure we include a sample one in future uploads. I guess we never thought of this b/c we typically "play" only when testing the AI mods, by adding along our personal race along with the others using the "Add Existing". Keep us posted on how they play, all the races have undergone a lot improvements since the Last Version. There are enough races now in the pack that Daynarr and I both had a tough time playtesting some of the games b/c we were getting crunched by multiple AI opponents at the same time!

Later-
Tampa_Gamer

[This message has been edited by Tampa_Gamer (edited 03 April 2001).]

geoschmo April 3rd, 2001 10:41 PM

Re: FYI - TDM ModPack 1.70 Posted
 
As requested, the settings.txt file modified to allow the new races to be used in the mod pack.

I have also included the original settings.txt file that came with TDM_Modpack ver 1.70 to allow you to go back if you want.

The only difference in these two files is that the first six race names in the list of "Quick Start Styles" have been replaced with the six new races from the ModPack.

Geo

Dracus April 3rd, 2001 11:40 PM

Re: FYI - TDM ModPack 1.70 Posted
 
Here is a settings file that contains all the orginal 16 races plus all the races in the mod pack as quick picks. that is a total of 22 races.

geoschmo April 4th, 2001 03:26 AM

Re: FYI - TDM ModPack 1.70 Posted
 
Ok, I'm worried....

I started a new game using mod pack 1.70, small quad, medium bonus, no neutrals, and there are 18 other races besides myself. Very snug!

I modified the quadtypes.txt to eliminate all the dead systems, but I had the misfortune to start out in a trinary star system with only two colonizable planets, one tiny and one medium, neither my apmosphere type.

Right away I sent out a scout to the next system over and there's a beautiful huge, oxygen rock planet, just what I need. Only problem is to the right is the Sergetti home system and to the left is the Darlok home system, both of which have claimed this system of course.

It's very early in the game but I am already getting the feeling that neither one of them likes me very much. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

I did manage to make nice with the Sallega and the Toron, but they are both on the other side of the Sergetti system, so I don't think they are going to be much help, even if I could talk them in to fighting with me, which I doubt.

It's turn 17 and I am 18th out of 19 in score. I am trying my best to stay out of any wars. I don't think I have the resource base to survive an open conflict yet.

This could get very interesting...

Geo

Prostetnic Vogon Jeltz April 4th, 2001 02:57 PM

Re: FYI - TDM ModPack 1.70 Posted
 
Any chance of adding SJ's "Is a pirate"/"Is not a pirate" racial traits to the next cut?

I appreciate that the components & facilities that he's added might not be in keeping with the ModPack ethos but would be nice to at least have pirate compatible .emp files.

(That way only one person - you - has to go through the tedious process of saving randomly generated .emps. Maybe MM can address this in the next patch?)

------------------
Resistence is futile.

raynor April 5th, 2001 08:56 AM

Re: FYI - TDM ModPack 1.70 Posted
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Any chance of adding SJ's "Is a pirate"/"Is not a pirate" racial traits to the next cut?

I appreciate that the components & facilities that he's added might not be in keeping with the ModPack ethos but would be nice to at least have pirate compatible .emp files.
<HR></BLOCKQUOTE>

Have you posted your request for pirate compatible EMP files over in the Pirate thread or emailed SJ about creating them?

The pirate racial mod sounds pretty interesting. But I don't think it belongs in TDM. The main defining principle of TDM is that it gets the best mileage out of the AI files without adding new technologies or modifying existing components or facilities.

[This message has been edited by raynor (edited 05 April 2001).]


All times are GMT -4. The time now is 09:55 PM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.