.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old March 15th, 2002, 10:53 AM
Tnarg's Avatar

Tnarg Tnarg is offline
Sergeant
 
Join Date: Mar 2002
Location: Milwaukie-Home of the Norwegian World Domination Party
Posts: 279
Thanks: 0
Thanked 0 Times in 0 Posts
Tnarg is on a distinguished road
Default mod compatibility?

The EyeCandyMod.zip defaults to the normal game. I want those 55 extra events, but can I also use the DeathStalkerQuadMod.zip for the same game.

What it all boils down too. I want those 55 events, and I want to use some of those cool quad types. Can I have my cake and eat it too? Or do I have to just settle for looking at it.

Wouldn't it be cool if everyhting just all worked together, one big eccentric happy family. Why can't they just all get along?
Reply With Quote
  #2  
Old March 15th, 2002, 12:22 PM
Resident Alien 2's Avatar

Resident Alien 2 Resident Alien 2 is offline
Corporal
 
Join Date: Dec 2001
Location: Philadelphia
Posts: 63
Thanks: 0
Thanked 0 Times in 0 Posts
Resident Alien 2 is on a distinguished road
Default Re: mod compatibility?

quote:
Originally posted by tnarg:
The EyeCandyMod.zip defaults to the normal game. I want those 55 extra events, but can I also use the DeathStalkerQuadMod.zip for the same game.

What it all boils down too. I want those 55 events, and I want to use some of those cool quad types. Can I have my cake and eat it too? Or do I have to just settle for looking at it.

Wouldn't it be cool if everyhting just all worked together, one big eccentric happy family. Why can't they just all get along?



You can mix and match up to a point - depends on the mods involved. For example I am using TDM 3 as the base, to which I added those eye candy events and some the other files, plus the Mounts Mod, plus the Culture modifier balance mod, plus a couple of other things.

TDM doesn't change the DATA files so it's easy to add in some more mods. However some of the other mods change stuff in components and/or other files so those would be more tricky to do.

[ 15 March 2002: Message edited by: Resident Alien 2 ]

Reply With Quote
  #3  
Old March 15th, 2002, 03:22 PM
Tampa_Gamer's Avatar

Tampa_Gamer Tampa_Gamer is offline
Captain
 
Join Date: May 2000
Location: Tampa, FL USA
Posts: 862
Thanks: 0
Thanked 0 Times in 0 Posts
Tampa_Gamer is on a distinguished road
Default Re: mod compatibility?

tnarg - as resident alien 2 explained, it boils down to what files each mod uses to implement the changes. This is somewhat tricky to determine, as some mods will include the entire SE4\Data directory in their mod, and you cannot really see whether or not they changed anything unless you compare file dates. The concept is explained in more detail in a two part article which begins here:

http://www.cgOnline.com/tips/spaceempir-04-t1.html

I know as far as our TDM-ModPack is concerned, we modify the "Formations.txt" file (we added a ton more formations) and make a slight tweak to the "Settings.txt" file (essentially increasing the default number of ships/units allowed). That is it. When combining with other mods (such as component or tech tree mods) in a lot of cases the AI will not use the new techs or components unless they are specifically modded for that data mod, so this will give the human players an unfair advantage.

Hope this helps
-TG
__________________
No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country.
-General George S. Patton
Reply With Quote
  #4  
Old March 15th, 2002, 03:30 PM
Dracus's Avatar

Dracus Dracus is offline
Captain
 
Join Date: Jan 2001
Location: Dallas, Texas
Posts: 817
Thanks: 0
Thanked 0 Times in 0 Posts
Dracus is on a distinguished road
Default Re: mod compatibility?

The events files in the eyecandy mod will work with all the mods as far as I know you just have to install it after you install the mod you want.
Reply With Quote
  #5  
Old March 15th, 2002, 05:21 PM
Deathstalker's Avatar

Deathstalker Deathstalker is offline
Captain
 
Join Date: Feb 2001
Location: Peterborough, Ontario, Canada
Posts: 907
Thanks: 0
Thanked 0 Times in 0 Posts
Deathstalker is on a distinguished road
Default Re: mod compatibility?

Tnarg,

Yep, the QuadMod is fully compatable with the Modpack (TDM), just unzip it into an empty folder. Rename the "QuadrantTypes.txt" and "SystemNames.txt" (add the 'old' or 'original' prefix to them or somesuch) and copy the two text files named above into your TDM-Modpack/Data folder. You may also want to Open/Edit the 'Settings.txt' to alter the Max Number of Systems line to bump the # to 150 or 200 to make the 'Maze' type maps really maze-like . The only files that are really changed in the QuadMod are the QuadrantTypes.txt, the SystemNames.txt(though you can use any old SystemNames.txt, I just have mine full of names I thought were 'cool' IMO). All the old system types are already included in the QuadMod so you won't be losing anything that was not already there.

For added fun the MountMod is fully compatable with the TDM as well, just rename your 'CompEnhancement.txt' file and subb in that same file from the MountMod into the TDM-Modpack/Data folder and volia! Instant new mounts (The AI will use most of them as well, prepare for Destroyers that have ER weapons, Cruisers that have Pulse Meason BLasters!!)

Need any more help, I (Or someone else) will be more than happy to oblige......have fun
__________________
We are all...the sum of our scars....(paraphrased) Matt. R. Stover-'Blade of Tyshalle'.

Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by.- Kevin McCarthy/David Silva The Family:Special Effects..

Long Live the Legion!!-Comic book fandom...
Reply With Quote
  #6  
Old March 17th, 2002, 03:41 AM
capnq's Avatar

capnq capnq is offline
General
 
Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
Thanks: 13
Thanked 9 Times in 8 Posts
capnq is on a distinguished road
Default Re: mod compatibility?

quote:
Rename the "QuadrantTypes.txt" and "SystemNames.txt" (add the 'old' or 'original' prefix to them or somesuch)
I like to use a '0' suffix, e.g. Quadrant0.txt . That way the original and modded files stay together in the listings.
__________________
Cap'n Q

"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
Reply With Quote
  #7  
Old March 17th, 2002, 07:26 PM

Talenn Talenn is offline
Sergeant
 
Join Date: Nov 2000
Posts: 273
Thanks: 0
Thanked 0 Times in 0 Posts
Talenn is on a distinguished road
Default Re: mod compatibility?

How do 'standard' AIs perform in something like the Devnull Mod? Can TDM races compete a bit in something like that or are the changes so global so as to render those races impotent?

Has anyone tried adding any TDM level AIs to Devnull?

Thanx,
Talenn
Reply With Quote
  #8  
Old March 17th, 2002, 10:41 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: mod compatibility?

quote:
Has anyone tried adding any TDM level AIs to Devnull?
No, but I put some TDM AIs into a "P&N v2.5, PBW" game, and they were doing quite well, despite some of the crazy changes, such as pop modifiers that start at -98% to production on colonies.

I wasn't playing a particularily agressive game, trying to stay under the MEE point, but when I declared war on one of the TDM AIs for intruding on my space, they suddenly burst into first place, with double the shipcount, and triple the military tonnage.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 12:09 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.