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Trying to figure this out...
I'm toying with a mod of my own, sort of. I've been thinking of combining aspects of the Masters Mod with the FQM and ModWorks Capturable Racial Techs & Space Yard Expansions.
I don't know exactly what parts of these disparate mods to combine, or what I need to use and what I don't to incorporate each of these into the data files. How would I go about merging these, or how should I go about combining them? |
Re: Trying to figure this out...
Well I would certainly go one step at a time, test, then another step, test...if you add to much from different things, you wont know what is broke...
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Re: Trying to figure this out...
By FQO I assume you mean FQM - that one is generally (comparatively) easy to merge with other mods, since it only alters files which other mods tend to leave alone.
Merging mods is not easy. You need to sit down, decide which bits of which mods you are going to use, then start copy/pasting. You will find that copy pasting alone though is not enough- there will be times when two things you want to incorporate clash with one another, and then you have to get a bit creative as to how to implement both. Then there's all the bugtesting, and searching the files for double-blank lines and things like that... it's a hell of a job. I'm not a modding expert though, so feel free to completely disregard everything I've just said if anyone more knowledgeable says something contrary =-) |
Re: Trying to figure this out...
The Masters Mod is 99% compatable with FQM. The only things in the way are the small and medium ringworld planet sizes (from the Megascale Masters).
It also shouldn't be hard to make the racial tech capturable. Just fiddle around a bit with the tech requirements. |
Re: Trying to figure this out...
FQM has small and medium RWs though.
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Re: Trying to figure this out...
Oh, I didn't realize that. The ones I created for the Masters Mod were built from scratch, so they're a little different. Anyway, that's the only issue you have to resolve to combine the Masters Mod and FQM.
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Re: Trying to figure this out...
Is there a way to make the Racial Traits not only capturable, but tradable?
And is this even a viable concept? |
Re: Trying to figure this out...
Capturable means tradable.
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Re: Trying to figure this out...
Not quite.
Consider three techs. Tech A is a racial tech. Tech B is a normal tech; it requires Tech A level X to open. Tech C is a normal tech; it requires Tech B Level Y to open. Tech A can never be stolen, researched or traded unless the other race has the same racial trait. Tech B can not be researched or traded, but it can be stolen (via deconstruct & analyse) Tech C can be stolen in the same way as B. Tech C can also be traded and researched *after* level Y of tech B has been stolen. |
Re: Trying to figure this out...
Erm... yeah? Just trade a ship, your tech B is quite tradable. http://forum.shrapnelgames.com/images/smilies/laugh.gif
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