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June 28th, 2003, 01:05 AM
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Shrapnel Fanatic
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Modding Limitations: Things needed for Next Patch
Modding Limitations:
I have noticed over the course of many days that there are several limitations as to what you can or can not mod in SEIV. If I am mistaken about something I have listed below, please let me know.
1. The game chooses a random BMP image to display while setting up your race. If the game chooses an image that is no longer available it displays an error. It would be helpful to be able to mod this feature and tell it what images to display.
2. I have tried to add requirements to ship in the VehicleSize.txt file but have been unsuccessful. It would be nice to be able to add requirements to ships, fighters, and bases. For example adding the requirement that all ships must have a warp core AND engines. Or that Federation ships must have Medical and Shuttle bays.
3. The ability to set each levels research cost independently. Example: Lv 1 cost 5 k, level 2 cost 10 etc.
4. I would like the ability to tell the game to Process X amount of turns automatically to test the AI.
5. In the Settings.txt file in the Data folder I set the amount of Neutral empires to a higher number in correspondance to the main Empires with no luck. IE 5 main AI empires to 15 Neutrals. These settings must be enacted so that we can use fewer main races. For Example: The new star trek mod only has 10 main races. I have 20 neutral races but the game will not recognize the settings for using more neutral race. Instead it copies the main races in order to fill the requirements for 20 players. This is very frustraiting.
I have found a work around for the auto turn idea, just turn off some thing in the Minister/Empire Options screen, and hold down the F12 key. Works slick as snot.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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June 28th, 2003, 01:27 AM
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Shrapnel Fanatic
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Re: Modding Limitations: Things needed for Next Patch
Quote:
3. The ability to set each levels research cost independently. Example: Lv 1 cost 5 k, level 2 cost 10 etc.
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If you really want to specify exactly the cost for each level, you can make each level a separate area.
You do lose the low/medium/high cost settings though.
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Things you want:
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June 28th, 2003, 03:54 AM
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National Security Advisor
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Re: Modding Limitations: Things needed for Next Patch
On point #1, all Aaron has to do is make it pick a random existing image in the mod directory if present instead of picking a random image based on the default ship size.
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June 28th, 2003, 04:11 AM
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Shrapnel Fanatic
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Re: Modding Limitations: Things needed for Next Patch
MB made a program that processes a bunch of turns for AI testing, you know. I forget what it is called though...
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June 28th, 2003, 04:22 AM
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First Lieutenant
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Re: Modding Limitations: Things needed for Next Patch
It's been posted before, but I'll post it again in the hope that 'the powers that be'(MM) will add them:
1) a component that can generate research points.
2) a component that will generate Intel points.
3) a component that will store resources.
The above will allow 'true' Nomadic Races.
The Space Gypsy's will thank you!
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June 28th, 2003, 04:25 AM
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Captain
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Re: Modding Limitations: Things needed for Next Patch
I am not sure how it is for testing modded data files, but for testing AI's MB's batch program is a god send. I always use it to test mine. At first, run 50 turns with a save every turn, you can see how the AI progresses in the early game. Then, after some tweaking, run 150 turns with a save every ten. Finally, after even more tweaking, run 300 turns with a save every 10 turns. No better way I have found yet. Thanks MB!!
PS - Don't forget to use the AI deathmatch map, include your race AI against the Tessalate, and run 500 turns. If you Last til 300, youve done a good job with your AI files.
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June 28th, 2003, 05:38 AM
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Lieutenant General
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Re: Modding Limitations: Things needed for Next Patch
Quote:
Originally posted by Taz-in-Space:
It's been posted before, but I'll post it again in the hope that 'the powers that be'(MM) will add them:
1) a component that can generate research points.
2) a component that will generate Intel points.
3) a component that will store resources.
The above will allow 'true' Nomadic Races.
The Space Gypsy's will thank you!
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How about a component that generates population growth for the stored population on board a ship? So you wouldn't need planets to increase your people.
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June 28th, 2003, 05:42 AM
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Shrapnel Fanatic
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Re: Modding Limitations: Things needed for Next Patch
Quote:
Originally posted by Gandalph:
I am not sure how it is for testing modded data files, but for testing AI's MB's batch program is a god send. I always use it to test mine. At first, run 50 turns with a save every turn, you can see how the AI progresses in the early game. Then, after some tweaking, run 150 turns with a save every ten. Finally, after even more tweaking, run 300 turns with a save every 10 turns. No better way I have found yet. Thanks MB!!
PS - Don't forget to use the AI deathmatch map, include your race AI against the Tessalate, and run 500 turns. If you Last til 300, youve done a good job with your AI files.
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Where can I get the file and how do I use it?
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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June 28th, 2003, 05:48 AM
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General
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Re: Modding Limitations: Things needed for Next Patch
i would love it if we could mod the warp points...
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June 28th, 2003, 05:56 AM
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Shrapnel Fanatic
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Re: Modding Limitations: Things needed for Next Patch
Mod the warp points how?
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