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v1.35 File Changes for Modders
For you modders out there - here is a quick list of file changes since 1.30 that you should double check in order to update your mods.
\DATA Files Components.txt Facility.txt TechArea.txt \AI Files Default_AI_DesignCreation.txt Default_AI_General.txt Default_AI_Strategies.txt \Pictures\Races (i.e. all downloaded races are effected) [Race]_AI_General.txt [Race]_AI_DesignCreation.txt I have not reviewed the changes in detail, please post in this thread as you find them (note we are only concerned about changes that would effect mods - we all know the .exe changed http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif ) Observations: (1) changes to [Race]_AI_General.txt should not cause too many problems (simply spelling change for Savvy and .txt added to design names (2) changes to [Race]_AI_DesignCreation.txt will cause problems b/c of change in the ability for "Phased Shields" (3) changes to [Race]_AI_Strategies.txt file will not cause problems since they only added the additional strategy "kamikaze" (perhaps the AI kamikaze ships will now be added to fleets and function properly http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif ) (4) Obviously, this effects the TDM ModPack, we will be working to updated our files. (5) Finally, I will be posting an updated "Components.txt" to use with my Sound files mod as soon as I get home tonight. Later -Tampa_Gamer |
Re: v1.35 File Changes for Modders
Thanks Tampa_gamer!
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Re: v1.35 File Changes for Modders
after looking through the componets.txt I see nothing that should make mods "break" unless the mod has altered the componets.txt itself.
"One per ship" restrictions have been added, the description for ECM's has been amended, and some weapons have new statistics. The only thing to watch out for is if modded troop designs use Small graviton beams, Rocket pods or cluster bombs, they need to be changed to something else as thesse are no longer valid choices. |
Re: v1.35 File Changes for Modders
FYI, getting error Messages with MODPak 1.7 (exiting game). error are for design creation for the Tlaxcalan, and strategy (otimal range) for my own custom race.
I wonder if the .exe is using the path statement to go to the modpak directory as the Federation (ST) keep switching shipsets! first the Terran then Cue Cappa one... and yes they do have a decent ST-based one in the race folder.... [This message has been edited by pathfinder (edited 19 April 2001).] |
Re: v1.35 File Changes for Modders
Checked out v1.35 Last night in detail and a few small changes have been made to some weapons damage, fire rate and accuracy in the Components.txt file, so anyone using a modded Version, will need to remod from v1.35 as a base.
As Trachmyr said though, if your mod uses a standard Components.txt file, it should be ok from I have seen.... [This message has been edited by God Emperor (edited 20 April 2001).] |
Re: v1.35 File Changes for Modders
Anyone noticed whether or not minesweeping works while cloaked in Version 1.35? In Version 1.30 it did not, which caused a lot of problems with modded races that put a minesweeping component in their designs that also contained a cloaking component.
[This message has been edited by Tampa_Gamer (edited 20 April 2001).] |
Re: v1.35 File Changes for Modders
Isn't it supposed to be fixed?
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Re: v1.35 File Changes for Modders
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>a few small changes have been made to some weapons damage, fire rate and accuracy in the Components.txt file<HR></BLOCKQUOTE>
Could you name some of them here? Most mods that change components make huge changes & it may be easier to make the changes in the mod file than to remod the new official file. |
Re: v1.35 File Changes for Modders
OK, here is the list of differences in the data and ai files. Note, I did not include the differences for the races because they are the same as the differences in the Ai files. The diffs are in unix-diff format.
Happy Modding! |
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