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November 8th, 2002, 06:10 AM
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Sergeant
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Join Date: Oct 2002
Location: Dallas, tx
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GANDALPH - bod mod
i have downloaded bodmod from your link. i have found 2 problems on it.
1. under facilities special ability 2 type shows as Resource Storage - Minerals but abilities.txt is Resource Storage - Mineral, this is for Mineral Miner Facility I-III and Advanced Mineral Miner Facility I-II.
2. when i tried to start the game and load any existing race i get the message: unable to load empire "d:\se4g\empires\racename.emp". i checked the download to see if there were any empires listed in it but didnt find any. i checked the location in the error message and the races are listed there.
i loaded patch 1.78 b4 loading your mod so i am not sure if that may be part of problem #2.
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The vastness of space and time, and I end up here?
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November 8th, 2002, 06:24 AM
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National Security Advisor
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Join Date: Nov 2000
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Re: GANDALPH - bod mod
"2. when i tried to start the game and load any existing race i get the message: unable to load empire "d:\se4g\empires\racename.emp". i checked the download to see if there were any empires listed in it but didnt find any. i checked the location in the error message and the races are listed there."
This is easy enough to explain. Gandalf did two things: he added new racial traits and DIDN'T add a /empires directory to his mod. Any time racial traits are added to a mod, existing .emps won't work any more. You have to make new ones.
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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November 8th, 2002, 06:29 AM
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Sergeant
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Join Date: Oct 2002
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Re: GANDALPH - bod mod
ok. so time to create new file.
anybody out there made new emp files for bod mod?
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The vastness of space and time, and I end up here?
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November 8th, 2002, 08:16 PM
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Captain
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Join Date: Mar 2002
Location: Santa Cruz, CA
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Re: GANDALPH - bod mod
WOW, someone who actually took an interest in this mod.
There is actually a Version 1.1 on my hard drive. I will change the link in my sig when I get home this evening. I put this project on hold due to lack of interest and not getting any volunteers to help with the massive project of modding the AI files to match the mod. IIRC, my custom races are the only ones totally modded for this mod. The rest have had their research files adjusted to make sure they research the ancient technologies if they are found. Also the frequency of the ancient technologies is set far too high for testing purposes.
This is just the kind of incentive I needed to finish this Unique Mod.
Thanks,
Gandalph
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Not all those who wander are lost;
The old that is strong does not wither,
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November 9th, 2002, 06:18 AM
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Captain
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Join Date: Mar 2002
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Re: GANDALPH - bod mod
New post to check my profile update of the BOD Mod.
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All that is gold does not glitter,
Not all those who wander are lost;
The old that is strong does not wither,
Deep roots are not reached by the frost.
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November 9th, 2002, 06:29 AM
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Lieutenant Colonel
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Join Date: Feb 2001
Location: iola, ks, usa
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Re: GANDALPH - bod mod
You could always do what I did: forsake the AI and make it a human only mod...
edit: Well, Geo decided that, I just chose to continue that policy when I took over...
[ November 09, 2002, 04:30: Message edited by: dumbluck ]
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