
August 4th, 2003, 03:40 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Peace Station Mod
From site:
Quote:
You need the image pack 3 in order to get this mod work
|
Image pack 3? Egads! There are lots of cool images available in the 12 or so Versions of the Image Mod that have been released since Version 3 available.
Scratch that... You included some empty folders in the zip file. There is an empty Mod Info folder, an empty AI folder and an empty Pictures folder (well, they have some more empty folders inside them).
Also, having fewer than 20 races in the mod can cause some weird effects when playing games with random AIs, such as getting a random ship set mixed with a random set of AI files (Phongs using the Jraenar shipset instead of the Phong one, for example).
It appears as if you did not actually use the Image Mod for this mod, but instead just copied some images from it and moved them to the empty slots in the default Comps/Facilities files. Normally, the purpose of using the Image Mod is to just use the images in the spots they are in in the Image Mod, and instruct people to download it. This saves hard drive space and download time, as you do not have to download the same image files over and over and over again.
RE: Specific Racial Traits
Is there an option for playing a race without one of the specific racial traits (Bacterian, IPA, Gigerdian, etc.)? If not, why do they all cost so much? The only effect that has is to drop the points available to all races, which can be accomplished simply by picking a lower point total when starting the game up. The Bacterian is the only one that is cheaper. Perhaps just make it -500 cost, so they get 500 more points than other races (if it is really that much weaker, ofc)?
I am fairly certain that the troop strength modifying ability used by the Ground Base does not actually work. Have you tested it and seen evidence to the contrary?
Keep in mind that system happiness affecting facilities do NOT stack, so having so many available might be a little redundant.
Universal Colony Modules are finicky. The way SE4 works, it gives each empire the tech to build the Last type of component in the file that can colonize the appropriate planet type. So, all races will get the UCM by default with the UCM being after the standard CMs. But, if you place it before them, the AI will not be able to ever use them. But, you can trick them by adding dummy abilities to the CMs, and call for those instead. A dummy ability is one that does nothing on a component, but can still be used for AI design purposes.
Telepathic Sensors will stack with Combat Sensors, as they are in different families. That is a huge amount of total to-hit bonus. Same with ECM and TCM. Advanced Sensors will stack with all of these.
[ August 04, 2003, 03:26: Message edited by: Imperator Fyron ]
|