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April 4th, 2001, 02:57 PM
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Re: FYI - TDM ModPack 1.70 Posted
Any chance of adding SJ's "Is a pirate"/"Is not a pirate" racial traits to the next cut?
I appreciate that the components & facilities that he's added might not be in keeping with the ModPack ethos but would be nice to at least have pirate compatible .emp files.
(That way only one person - you - has to go through the tedious process of saving randomly generated .emps. Maybe MM can address this in the next patch?)
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April 5th, 2001, 08:56 AM
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Re: FYI - TDM ModPack 1.70 Posted
quote: Any chance of adding SJ's "Is a pirate"/"Is not a pirate" racial traits to the next cut?
I appreciate that the components & facilities that he's added might not be in keeping with the ModPack ethos but would be nice to at least have pirate compatible .emp files.
Have you posted your request for pirate compatible EMP files over in the Pirate thread or emailed SJ about creating them?
The pirate racial mod sounds pretty interesting. But I don't think it belongs in TDM. The main defining principle of TDM is that it gets the best mileage out of the AI files without adding new technologies or modifying existing components or facilities.
[This message has been edited by raynor (edited 05 April 2001).]
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April 6th, 2001, 01:42 AM
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Re: FYI - TDM ModPack 1.70 Posted
Just as I would like to see the TDM-Mod pack included as part of the game, I would like to see the Pirate mod added also. It adds a new way of playing the game without changing the basic game.
I think it would be extremely difficult to make an AI play as a Pirate, so the AI programing would be minimal. The only part of the AI that would need to be changed would be adding the not a pirate trait, which only allows the AI access to all the current technology.The game changes would come into play only if you chose the Pirate trait.
[This message has been edited by Nitram Draw (edited 05 April 2001).]
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April 6th, 2001, 01:59 AM
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Re: FYI - TDM ModPack 1.70 Posted
quote: Originally posted by raynor:
Have you posted your request for pirate compatible EMP files over in the Pirate thread or emailed SJ about creating them?
I'm more concerned about the pirate ".emp" files being TDM compatible to be honest.
The simplest way to ensure this would be to incorporate the racial trait into TDM (but none of the new facilities or components).
Is backwards TDM/MM ".emp" file compatibility something you're trying to preserve and would adding a new trait destroy it? (i.e. would the game throw out .emp files containing an undefined trait?)
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April 5th, 2001, 02:08 PM
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Re: FYI - TDM ModPack 1.70 Posted
Unfortunately, our experience has been that the .emp files are very touchy. Originally, I had developed a racial trait/tech for starting stealth ships (for use by the Darlok), but testing revealed that if someone did not have all of the corresponding tech and culture files, etc. it would generate errors. Likewise, if I try to load a "clean" Version .emp file into a culture or racial trait modified environment, it also would generate errors.
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April 5th, 2001, 07:28 PM
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Re: FYI - TDM ModPack 1.70 Posted
I have run into a bit of a technical problem after installing the new Version of the mod into my SE IV directory. I had previously been running 1.60 with about ten additional races acquired from the very creative individuals on this forum. When I extracted the 1.70 TDM modpack over the old one, and tried to start a new game, I found that only the shipsets from the races in the Modpack were showing up on the race creation screen. The folders and files for the new races were still present in the Picures/Races directory, but I could not access them at all on the "Add new race" page on the new game set up. I tried erasing one of the race files and reinstalling it in the picures/races directory but its pictures still did not show up when I tried to add a new race.
Do I need to reinstall SE IV, the 1.30 patch, and the Modpack from scratch in order to be able to put back all of the other new race pictures and *.emp files (they do not show up under "add existing races" either, meaning their *.emp files are not being recognized either). Is there an easier way? Has anyone else had this problem? Any advice would be most appreciated.
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April 5th, 2001, 07:34 PM
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Re: FYI - TDM ModPack 1.70 Posted
This could possibly be your problem. The old modpack was in the folder 'Modpack', the new one is in 'TDM-Modpack' or something like this. Just go to your old files in the previous modpack and 'cut and paste' them into the appropriate folders in the new tdm-modpack. This should clear everything up.(had this happen myself)
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