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December 21st, 2000, 05:48 AM
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Corporal
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Join Date: Dec 2000
Location: San Diego, Ca, USA
Posts: 61
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Re: Question for Schrapnel/Malfador on new patch...
"only non-default I have is Rambies B5 shipset but I didn't use it this Last try."
p.s. If you have the shipset, the game will sometimes randomly pick it for its own AI players, meaning that the problem will only show up on chance.
C//
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December 21st, 2000, 06:31 AM
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Private
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Join Date: Oct 2000
Location: Williamsville, NY
Posts: 33
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Re: Question for Schrapnel/Malfador on new patch...
I downloaded a lot of ship sets and now they too won't work with patch 1.19 as this thread has shown. Where are the only Malfadon appproved ship sets. Are all the ones onthe web now invalid????
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December 21st, 2000, 06:36 AM
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Major General
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Join Date: Sep 2000
Location: Midlothian, Va, USA
Posts: 2,142
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Re: Question for Schrapnel/Malfador on new patch...
ok, I'll import the terran ai files, rename them I guess, *shrug*, no biggie...I thimk...
__________________
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December 21st, 2000, 06:49 AM
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Private
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Join Date: Oct 2000
Location: Williamsville, NY
Posts: 33
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Re: Question for Schrapnel/Malfador on new patch...
I'm sorry I must be thick, what do I need to do to the old ship sets to make then 1.19 consistent???
Thanks!
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December 21st, 2000, 07:05 AM
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Sergeant
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Join Date: Nov 2000
Posts: 273
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Re: Question for Schrapnel/Malfador on new patch...
Ok guys,
You can use any shipset you want to without problems for YOUR Race, but not for the enemy. They can only be used if you have AI files for them that were made after 1.19.
To avoid all those ugly errors, just pull those extra shipset directories out of the Races folder.
Sooner or later people will get around to including AI files with their Shipsets. For the moment though, unless you can make them yourself you are stuck with the default races. The EarthForce set has a valid AI file included in Mephisto's latest mod so you can grab that from the download's forum if you want to have them out there.
Hope it helps,
Talenn
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December 21st, 2000, 07:24 AM
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Sergeant
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Join Date: Oct 2000
Location: Winnetka, CA, USA
Posts: 357
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Re: Question for Schrapnel/Malfador on new patch...
One quick fix is to find a race in the game that is close to your new race for example if you are using a race that you think would use Crystallurgy use the text files in the pictures/races/Phong file and modify them with the correct names and descriptions. Its not really quick but I did 3 add on races that way this morning so its faster than making them from scratch. When you have time then just modify them to be more like you think that race should be.
By the way what are the personality Groups referenced by the settings text? I see there are 4 Groups but I can't tell exactly what the definitions of those 4 Groups are so that I can put my new races in the appropriate group.
Edit: Actually there are 5 Groups I looked at the neutral races today and found that they are group 0.
[This message has been edited by Tomgs (edited 21 December 2000).]
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December 22nd, 2000, 02:51 AM
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Lieutenant General
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Join Date: Dec 2000
Posts: 2,555
Thanks: 5
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Re: Question for Schrapnel/Malfador on new patch...
There is another way around it. When you are selecting players in game creation screen, you can create new empire with those new shipsets and make them computer controlled.
When you select them like that, they should use default AI scripts and be playable. Random empires never have race style that has been already selected, so it won't be causing these errors.
P.S. When you create new empire, make sure you have selected some minister style and leave 'Use race minister style' box unchecked.
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