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  #1  
Old June 15th, 2002, 12:17 PM
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Default Re: Space Empires IV: Data/Sound/Graphic *DELETED*

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  #2  
Old June 18th, 2002, 09:38 AM

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Default Re: Space Empires IV: Data/Sound/Graphic

Great Naval Battles For Space Empires IV Gold

Patch 1.01 Release!

GNB Patch 1.01
(1.56 MB in size - future patches will only be 100k)

**********

Fixed Components.txt File
(32 KB ZIP)

(original 1.01 patch made bases unusable due to
errors in life support/crew quarter component
data fields)

*****************

First of all, I'd like to apologize to all of you for
releasing GNB in such an unfinished form...but I had to
do it to light a fire under my *** to get me to WORK WORK
WORK, and FINISH FINISH it after a year's worth of
fiddling around.

This Version should work. As before, send all
comments/complaints/ideas to rrc3813@yahoo.com

Seven AI races are now used in this. Don't expect
anything TOO bright from them, as they pretty
much research and design ships in the same
way....

John Beech's Ship Set: "Neo-Canadians" is supported
now in GNB, and is included in the patch, mostly
because I'm 50% Canadian Anecestry .

The minor changes to it are:
-Fixing the Canadian Flag to be cleaner.
-Changing the Ruler's name and title to
one of my canadian friends.
-Changing the AI so it works with GNB.

Weapons platforms are still pretty much useless,
as I have a LOT of work to do on them still,
mostly involving the tedious work of copying
the component data for everything and making
duplicates of them using the WeapPlatform tag.

But everything else has been fiXored, and lots
of new stuff is included, and it's all been
playtested somewhat by me.

I've split the Ship Yards into three different
areas:

Deepdock (component for bases - Fastest shipyard due to zero G assembly line)
Planetary Yard (facility for colonies - 2nd fastest due to sheer size)
Mobile Ship Yard (component for ships - slowest due to fact it has to
fit on a moving ship)

INSTRUCTIONS:

Download the patch.
Go into your /GNB_Mod directory and delete the following folders:
AI
DSGNNAME

Then Go into the PICTURES directory and delete the RACES folder.

Unzip the 1.01 Patch into the GNB_Mod Directory using the folder
option of Winzip, and PLAY!

[ June 18, 2002, 10:17: Message edited by: MKSheppard ]
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  #3  
Old June 21st, 2002, 09:27 AM
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Default Re: Space Empires IV: Data/Sound/Graphic *DELETED*

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Old June 24th, 2002, 05:47 PM
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Default Re: Space Empires IV: Data/Sound/Graphic *DELETED*

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  #5  
Old June 25th, 2002, 02:51 AM
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Default Re: Space Empires IV: Data/Sound/Graphic *DELETED*

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  #6  
Old June 26th, 2002, 08:22 PM
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Default Re: Space Empires IV: Data/Sound/Graphic

Since things have quieted down, here are the latest Imagemod files:

CombatPackV8.zip (49 kb)

ComponentPackV11.zip (5,038 kb)

FacilityPackV8.zip(1,982 kb)

PlanetPackV6.zip(4,305 kb)

These are all fully backwards-compatible with standard SE4. Simply unzip all of the files into the respective pictures folders.
combatpack into pictures\combat
planetpack into pictures\planets
and so on...

The Last thing left to do is replace your minis:
components.bmp gets replaced by newcomponents.bmp
facilities.bmp gets replaced by newfacilities.bmp
and so on...

This will not affect the unmodded game, and so it can replace the original picture files without harm.
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  #7  
Old June 27th, 2002, 06:55 PM
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Default Re: Space Empires IV: Data/Sound/Graphic *DELETED*

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Devnull Mod Gold:
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Version 0.53e
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