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March 8th, 2001, 06:35 AM
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Second Lieutenant
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Location: Australia
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Re: Latest patch, mods & current game
Daynarr, I will delete my XiChung files to ensure compatibility, if you believe that your XiChung_Research file has fixed the Tech follow-on problems....Any thoughts on the four tech item queue problem?
Javaslinger,
I agree with your idea and ask whether the mod-pack crew would be happy to take on the role you were suggesting...
Alternatively, maybe Malfador could do this, particularly for the "tweaking" mods.
[This message has been edited by God Emperor (edited 08 March 2001).]
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March 8th, 2001, 06:46 AM
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Captain
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Re: Latest patch, mods & current game
I'm pretty new to modding. But aren't many mods incompatible with each other since they change different settings to customize the game according to the preferences of a particular person? Isn't that why you have to pick a mod that is the closest match to what you want out of the game?
I have looked at a few of the data files and have a couple of questions. Would it be fair to say that any mod that modifies files in these directories would be generally incompatible with the TDM Mod? Indeed, wouldn't two mods that modify anything in these directories be incompatible with each other probably?
1. se4\data
2. se4\ai
3. se4\pictures\races directories specific to each mod
Thanks!
[This message has been edited by raynor (edited 08 March 2001).]
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March 8th, 2001, 11:44 AM
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Lieutenant General
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Re: Latest patch, mods & current game
Any mod that changes Se4\Data (although I strongly recommend changing that data in a different manner, like SE4\Mymod\Data, so that original data remains intact) should be compatible with ModPack.
The modes dealing with SE4\Pictures\races will, most likely, be incompatible.
Se4\AI has some changes in it (like Default_AI_Planet_Types.txt) but should be pretty safe to mod otherwise (at least for now).
The complete list of files moded can be found in the readme files that come with the pack (they are in the Se4\ModPack folder).
[This message has been edited by Daynarr (edited 08 March 2001).]
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March 8th, 2001, 11:50 AM
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Brigadier General
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Re: Latest patch, mods & current game
I already volunteered to check other MODs for compatibility but that is not as easy as it sounds. First of all, what is compatible? Just not overwriting the ModPack files? Or should the ModPack races use these altered files? What about people who don't want to install the sound patch?
Nevertheless, Modders, sent me your files and I will make a "compatibility list".
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For, in the final analysis, our most basic common link is that we all inhabit this small planet. We all breathe the same air. We all cherish our children's futures. And we are all mortal. - JFK
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March 8th, 2001, 03:11 PM
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Captain
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Re: Latest patch, mods & current game
quote: Originally posted by Daynarr:
Any mod that changes Se4\Data (although I strongly recommend changing that data in a different manner, like SE4\Mymod\Data, so that original data remains intact) should be compatible with ModPack.
I'm confused. The TDM ModPack creates se4\ModPack and directs se4\path.txt to point at this file. The entire TDM ModPack goes into se4\ModPack, right? Now, another mod could be installed in se4\MyMod. But for it to work, you would point se4\path.txt to se4\MyMod, wouldn't you? So, wouldn't these two mods be running completely separately?
Thanks for your help!
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March 8th, 2001, 03:49 PM
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Captain
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Re: Latest patch, mods & current game
Yes, they would not both be running in the same game if you had two different directories. You can either (1) keep it that way and just choose which mod to run for each separate game by changing the "path.txt" or (2) put the modified components.txt file in the Modpack directory. The only catch is that if you have created new components or seriously modified them, the AIs may not effectively use the new components or it may effect their existing designs.
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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.
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March 8th, 2001, 04:25 PM
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Captain
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Re: Latest patch, mods & current game
quote: Originally posted by Tampa_Gamer:
(2)put the modified components.txt file in the Modpack directory. The only catch is that if you have created new components or seriously modified them, the AIs may not effectively use the new components or it may effect their existing designs.
When I suggested that those directories might cause incompatibilities, this is exactly what I was thinking. The worst case scenario is someone who puts a 'super' weapon in components.txt and modifies his race to research and use this weapon. This could put the other races at a severe disadvantage. Someone could do the same with a facility. Probably, the only compatible mods to se4\ModPack\data would be aesthetic mods such as changing Emperor Names, Titles or Empire Names. Almost anything else, and you run the risk of altering the playbalance.
If the Mod goes in its own directory off of the main directory, I don't think the modder should send it to Mephisto, do you think? These mods should *always* be compatible.
Likewise, any mod that want to alter non-aesthetic files in se4\ModPack\data should similarly not be tested as it will most likely create playbalance problems, right?
[This message has been edited by raynor (edited 08 March 2001).]
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