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February 19th, 2004, 09:22 PM
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General
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Join Date: May 2002
Location: Canada
Posts: 3,227
Thanks: 7
Thanked 44 Times in 28 Posts
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Re: "The Miner\'s Guild" Mod discussion thread.
Since this is a mod of the Devnull Mod, I suggest you grab the .emp files from it and copy them to the empires folder in the MinersGuild_Mod. As for the new Race, I added them to the 'Quick Start' races and you can choose their portrait/shipset in the new race selection. But never thought of creating .emp files for them, seeing that they meant to be a player race, not AI. I didn't see the point. Most if not all players prefer to create their own races anyway. I don't think I have ever played 'existing empires'. But I might be wrong.
Cheers! 
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February 19th, 2004, 10:43 PM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: "The Miner\'s Guild" Mod discussion thread.
Quote:
Originally posted by David E. Gervais:
Since this is a mod of the Devnull Mod, I suggest you grab the .emp files from it and copy them to the empires folder in the MinersGuild_Mod...
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nonono, all wrong.
*klonks David over the head with a Shovel.
Since you added new racial traits, the old Devnull Mod Gold .emps won't work anymore.
That's why you deleted them in the first place, remember? 
[ February 19, 2004, 20:45: Message edited by: Rollo ]
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February 19th, 2004, 10:54 PM
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Colonel
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Join Date: Jun 2002
Location: tampa, fl
Posts: 1,511
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Re: "The Miner\'s Guild" Mod discussion thread.
Quote:
Originally posted by David E. Gervais:
Since this is a mod of the Devnull Mod, I suggest you grab the .emp files from it and copy them to the empires folder in the MinersGuild_Mod. As for the new Race, I added them to the 'Quick Start' races and you can choose their portrait/shipset in the new race selection. But never thought of creating .emp files for them, seeing that they meant to be a player race, not AI. I didn't see the point. Most if not all players prefer to create their own races anyway. I don't think I have ever played 'existing empires'. But I might be wrong.
Cheers!
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Ok. I'm just not used to that. Most mods have existing races, with the .emp files included. But if I got to create my own race, that's no problem.
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February 20th, 2004, 03:36 AM
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Sergeant
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Join Date: Jan 2003
Location: Southern California
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Re: "The Miner\'s Guild" Mod discussion thread.
Wait, what Version is that again?
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February 20th, 2004, 04:08 AM
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General
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Join Date: May 2002
Location: Canada
Posts: 3,227
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Re: "The Miner\'s Guild" Mod discussion thread.
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February 20th, 2004, 05:21 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: "The Miner\'s Guild" Mod discussion thread.
Hmm, bit of a problem.
I, naturally, played without remote mining, and I've survived to the third decade while building up an, IMO, decent economy.
Just had my first fight with fighters, and well, the AI can't shoot at my fighters...
It was a total slaughter.
The PDCs only go after missiles... and the APBs are looking at 1% accuracy at best.
Is there any hope for the AIs to develop anti-fighter weapons?
__________________
Things you want:
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February 20th, 2004, 09:57 AM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: "The Miner\'s Guild" Mod discussion thread.
which AI was that?
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