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-   -   PBW now supporting SE5. (http://forum.shrapnelgames.com/showthread.php?t=32034)

geoschmo November 28th, 2006 02:21 AM

PBW now supporting SE5.
 
We have added SE5 support for PBW. I've not made any news announcements on the PBW site and I'm not posting this to the Strategy First forum just yet. This needs some people to kick the tires and make sure everything works. Please feel free to use it, report any problems. For now just consider this an open beta and treat it accordingly.

Curently there is no command line option with SE5 for mod selection so the only version supported is 1.17. I've talked to Aaron and he is working on adding that in a future patch so at some point we should be able to get the balance mod and others setup.

Have fun, and feel free to make a donation. http://forum.shrapnelgames.com/images/smilies/wink.gif

Geoschmo

Kana November 28th, 2006 02:50 AM

Re: PBW now supporting SE5.
 
Yaa....now if we can get the file size down to a slightly more friendly level....

Phoenix-D November 28th, 2006 03:01 AM

Re: PBW now supporting SE5.
 
One tire kicking, coming up. http://forum.shrapnelgames.com/images/smilies/wink.gif

Fyron November 28th, 2006 03:06 AM

Re: PBW now supporting SE5.
 
I would have figured it would try to load with the mod stored by the savegame. The command line processing ignores that data?

Randallw November 28th, 2006 03:56 AM

Re: PBW now supporting SE5.
 
So tell me how to find the first game. Are we going to start a trial game?

geoschmo November 28th, 2006 09:01 AM

Re: PBW now supporting SE5.
 
Quote:

Imperator Fyron said:
I would have figured it would try to load with the mod stored by the savegame. The command line processing ignores that data?

Even though the savegame stores some data file info, you still select the mod before you pick the savegame when you launch SE5. The command line currently has no option to do that like SE4 did. If it did use the data stored in the savegame file though I think that would mean there would be no way to change mods once a game started, so that would be a bad idea.

Atrocities November 28th, 2006 10:10 AM

Re: PBW now supporting SE5.
 
This is great news Geo.

shinigami November 28th, 2006 10:45 AM

Re: PBW now supporting SE5.
 
Um, since the game pulls the mod data from the save, why would there need to be a command line option for it? My mod saves have always loaded fine without having to pick the mod first.

geoschmo November 28th, 2006 11:39 AM

Re: PBW now supporting SE5.
 
Quote:

shinigami said:
Um, since the game pulls the mod data from the save, why would there need to be a command line option for it? My mod saves have always loaded fine without having to pick the mod first.

Ok, that's what Fyron said too. I was making some assumptions abotu how it worked, perhaps I was incorrect. I have actually not played anything but stock SE5 myself.

When you play a mod version you don't have to select the mod version when you load the game up? You can select stock SE5 from the load menu and then your modded savegame file and it will use the mod data files from the savegame file? If that's the case then perhaps we don't need any mod support on PBW. But if that's the case how do you change the mod of a savegame after it starts? Can you not do that?

Geoschmo

Ed Kolis November 28th, 2006 12:09 PM

Re: PBW now supporting SE5.
 
You do not need to select a mod when loading a savegame. SE5 automatically loads the mod when you attempt to load the savegame. http://forum.shrapnelgames.com/images/smilies/laugh.gif
The downside of this is, you're right, you can't change the mod being used in a savegame without actually modifying the contents of the mod data folder. This means that in order to upgrade a game to a newer version of a mod, the newer version must overwrite the older version, forcing everyone on PBW to upgrade their copy of the mod. I suppose it's something that we'll have to live with until Aaron implements a "mod override" in the UI or command line somewhere. But it really shouldn't be all that bad - it SHOULD mean less confusion when mods are upgraded, as all games will be upgraded simultaneously! And if the new version of the mod is incompatible with the old, well then it ought to get a new folder name! http://forum.shrapnelgames.com/image...ies/tongue.gif
Still, great work at getting SE5 supported! It came as a complete surprise! http://forum.shrapnelgames.com/images/smilies/laugh.gif


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