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July 8th, 2003, 01:13 AM
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Shrapnel Fanatic
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Re: Modding Limitations: Things needed for Next Patch
Well that is good to hear, but I agree, no new stuff.
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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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July 8th, 2003, 01:14 AM
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Shrapnel Fanatic
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Re: Modding Limitations: Things needed for Next Patch
Quote:
Originally posted by Atrocities:
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.
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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Just to restate what I would like to see for the next patch.
[ July 07, 2003, 12:16: Message edited by: Atrocities ]
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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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July 8th, 2003, 07:56 AM
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National Security Advisor
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Re: Modding Limitations: Things needed for Next Patch
A few things I've thought of..
-Fix the null planet issue! Almost impossible to add new planet sizes without running into this.
-Star: Unstable and a few other abilities don't work. It would be nice if they did (especially the "ground defense modifier" one)
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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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July 8th, 2003, 09:54 AM
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Shrapnel Fanatic
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Re: Modding Limitations: Things needed for Next Patch
Quote:
And I doubt there will be another patch for SEIV.
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You are so, so wrong my friend. 
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July 8th, 2003, 10:51 AM
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Colonel
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Re: Modding Limitations: Things needed for Next Patch
Make the ability
"Change Bad Intelligence Chance - System"
- which is used in the fate shrine - finally effective.
I reported this bug months ago to MM and received confimation that he got the message, but to my knowlegde this ability has never been made functional.
[ July 08, 2003, 09:52: Message edited by: Q ]
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July 8th, 2003, 11:35 AM
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Sergeant
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Re: Modding Limitations: Things needed for Next Patch
One of the biggest limitations in making a mod, to me, is the necessity to have 20 races when you only want 10. This can destroy the premise of a mod. Another problem is how the AI selects a ship�s components by ability types instead of by the name of the component.
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July 8th, 2003, 12:17 PM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: Modding Limitations: Things needed for Next Patch
Quote:
Originally posted by Q:
Make the ability
"Change Bad Intelligence Chance - System"
- which is used in the fate shrine - finally effective.
I reported this bug months ago to MM and received confimation that he got the message, but to my knowlegde this ability has never been made functional.
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OH HELL YES! This would be a great fix! Thanks for reminding me about it. I cannot believe I forgot about 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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