.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

BCT Commander- Save $6.00
World Supremacy- Save $10.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old November 8th, 2001, 11:07 AM
Marco's Avatar

Marco Marco is offline
Corporal
 
Join Date: Nov 2000
Location: Bergamo Italy
Posts: 75
Thanks: 0
Thanked 0 Times in 0 Posts
Marco is on a distinguished road
Default Re: TDM-ModPack 2.00 BETA

For [K126] Mephisto, Alpha Kodiak and Tampa_Gamer
Many thanks to you and the others guys for the wonderful work! I have some question for you:
First, if I understand correctly, the Last TDM_ModPack Version is TDM_ModPack 200.zip posted 7 November 2001 16:21, upgraded with BetaUpdate2.zip posted 8 November 2001 08:30, which already cover the fixes in TDM_ModPack.zip file posted by God Emperor 7 November 2001 13:08 and the fixes in Vaxin 111.zip file posted by Alpha Kodiak 8 November 2001 06:30, or I need even BetaUpdateI.zip, posted 7 november 2001 16:45?
About Colonial and Drakol: Colonial AI Research.txt and Drakol AI Research.txt, posted by Tampa_Gamer 7 November 2001 22:04, are specials files Versions only for “No Connections” type game, or must be used for all games, effectively replacing the originals corresponding files in TDM_ModPack?
Finally there is any known conflict with Tampa Gamer Sound 1 35.zip and related Component.txt, QuadrantTypes.txt from Deathstalker and Events.txt ver.1.30 from Dracus, posted 21 July 2001 15:46?
Thanks and bests regards.
Marco.
Reply With Quote
  #2  
Old November 8th, 2001, 01:01 PM
Mephisto's Avatar

Mephisto Mephisto is offline
Brigadier General
 
Join Date: Sep 2000
Location: Frankfurt, Germany
Posts: 1,994
Thanks: 0
Thanked 0 Times in 0 Posts
Mephisto is on a distinguished road
Default Re: TDM-ModPack 2.00 BETA

Thanks for your kind words, Marco.
Answering your Question: Just download the TDM-ModPack_200.zip OR the latest Beta Update 2.zip (I keep all my files up to date ). All fixes, including the ones for the Colonials, are included in both files.
Further, there are no known conflicts with these other MODs, read the Readme - Compatibility.txt that comes with the ModPack for further details.
__________________
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
Reply With Quote
  #3  
Old November 9th, 2001, 02:02 AM

God Emperor God Emperor is offline
Second Lieutenant
 
Join Date: Dec 2000
Location: Australia
Posts: 464
Thanks: 0
Thanked 0 Times in 0 Posts
God Emperor is on a distinguished road
Default Re: TDM-ModPack 2.00 BETA

@Rollo,
Go Jraenar!!! They look seriously mean at turn 70... They should start colonising Gas Giants shortly - if they already havent....
Reply With Quote
  #4  
Old November 9th, 2001, 02:23 AM
Tampa_Gamer's Avatar

Tampa_Gamer Tampa_Gamer is offline
Captain
 
Join Date: May 2000
Location: Tampa, FL USA
Posts: 862
Thanks: 0
Thanked 0 Times in 0 Posts
Tampa_Gamer is on a distinguished road
Default Re: TDM-ModPack 2.00 BETA

quote:
Originally posted by Marco:
About Colonial and Drakol: Colonial AI Research.txt and Drakol AI Research.txt, posted by Tampa_Gamer 7 November 2001 22:04, are specials files Versions only for “No Connections” type game, or must be used for all games, effectively replacing the originals corresponding files in TDM_ModPack?
Finally there is any known conflict with Tampa Gamer Sound 1 35.zip and related Component.txt



Marco, thanks. Just to clarify, the Colonials and Dra'kol research files only need to be replaced if you want to start a game where the warp points are not connected to start with. There is no need to replace the files otherwise as there were no other changes made to the files. As for my Sound Mod, the latest Version was posted yesterday updated to SE4 Version 1.49, which is fully compatible with the TDM-ModPack, just follow the directions in the readme.txt. If you have any questions, just yell.

-TG

[This message has been edited by Tampa_Gamer (edited 08 November 2001).]
__________________
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.
-General George S. Patton
Reply With Quote
  #5  
Old November 8th, 2001, 03:18 PM
Rollo's Avatar

Rollo Rollo is offline
Brigadier General
 
Join Date: Jul 2001
Location: Kiel, Germany
Posts: 1,896
Thanks: 0
Thanked 0 Times in 0 Posts
Rollo is on a distinguished road
Default Re: TDM-ModPack 2.00 BETA

quote:
Originally posted by God Emperor:
@Rollo,
Go Jraenar!!! They look seriously mean at turn 70... They should start colonising Gas Giants shortly - if they already havent....



Yes, they are getting really big. FYI, they have researched gas colo tech in turn 50. I was planning on including them in my next test again to see if they can repeat this performance, but I have just realized that all the slots are already full. I want to limit the races to 10, because that makes it easier to post the stats (so far I had to make two screenshots and cut and paste the Klingons into the leaderboard, because I had 11 races and the game only shows 10 races on one screen).

The next test will include the Sergetti, Xi'Chung, and Norak (as requested by Daynarr), the Dra'kol, Piundon, and Colonials (as requested by Tampa), the Rage (for A.K.), and Vaxin (they deserve a second chance), and of course myself and the Space Vikings (hey, I am not doing this out of pure altruism. I want to see how my guys are doing ).

[K126]Mephisto- I will send you the saves up to turn 100.

I will post stats and more info up to turn 100 later today.

Rollo

PS: It just came to me how can include the Jraenar also in the next game. I'll just put myself as the Last player in the list. Nobody is really interested in my stats anyway .
__________________
SE4
Devnull Mod Gold:
Version 1.80
Dungeon Odyssey:
Hack and Slash
Version 0.53e
Reply With Quote
  #6  
Old November 8th, 2001, 03:46 PM

God Emperor God Emperor is offline
Second Lieutenant
 
Join Date: Dec 2000
Location: Australia
Posts: 464
Thanks: 0
Thanked 0 Times in 0 Posts
God Emperor is on a distinguished road
Default Re: TDM-ModPack 2.00 BETA

@Rollo,
Keep up the good reports!
Am a bit busy myself currently, with the Last week being particulalry hectic play testing the mods and getting them finalised.

Incidently, the Jraenar AI is the same as the Romulan AI, with racial traits providing the only difference.

If you check the races that I have worked on, you will see that Gas Giant technology is very advanced in their research queue with Ice technology being a little further back. In my play tests, if my AI get a decent start, they grow quite massive and build impressive sized fleets.

Have fun!

Regards,
GE
Reply With Quote
  #7  
Old November 8th, 2001, 05:24 PM
Rollo's Avatar

Rollo Rollo is offline
Brigadier General
 
Join Date: Jul 2001
Location: Kiel, Germany
Posts: 1,896
Thanks: 0
Thanked 0 Times in 0 Posts
Rollo is on a distinguished road
Default Re: TDM-ModPack 2.00 BETA

Here are the stats for turns 71-100.

The Orks have suffered from the war with the Klingons, also the Vikings captured one of their breathable mining colonies with troops. Let's see, if they can strike back...
Also the Orks and Vikings have been falling behind from their good positions in the early to mid-game, because they haven't researched other colonization tech (I suppose).

Colonization tech (as of turn 80)
Vikings: Ice
Jraenar: Rock, Gas, (Ice is in the queue)
Praetorians: Rock, Gas
UkraTal: Ice, Gas
Terran: all
Xiati: all
Vaxin: Gas
Orks: Rock
Romulans: Gas
Klingons: Rock, Gas

Diplomacy (turn 90):
Norak (me): MA with Vikings, war with Jraenar, TA with Praetorians, war with Terrans, TA with Xiati, P with Vaxin, war with Romulans
Space Vikings: MA with Norak, war with Jraenar, P with Praetorians, P with UkraTal, MA with Terrans, TA with Xiati, TR with Vaxin, none with Orks (I don't know who broke that MA), TR with Romulans, MA with Klingons
Jraenar: war with Norak, war with Vikings, TA with Praetorian, P with UkraTal, war with Terrans, war with Xiati, TR with Orks, war with Klingons
Praetorians: TA with Norak, P with Vikings, TA with Jraenar, MA with Terrans, MA with Xiati, TA with Vaxin, MA with Orks, P with Romulan
UkraTal: P with Vikings, P with Jraenar, war with Orks, P with Klingons
Terrans: war with Norak, MA with Vikings, war with Jraenar, MA with Praetorian, TR with Xiati, P with Vaxin, P with Romulans
Xiati: TA with Norak, TA with Vikings, war with Jraenar, MA with Praetorians, TA with Terrans, P with Vaxin, MA with Orks, P with Romulans
Vaxin: P with Norak, TR with Vikings, TA with Praetorians (the Vaxin-Praetorian war has ended both races are brotherly now towards each other), P with Terrans, P with Xiati, TA with Orks, war with Romulans
Orks: none with Vikings (I don't know who broke that MA), TR with Jraenar, MA with Praetorians, war with UkraTal, MA with Xiati, TA with Vaxin, war with Klingons
Romulan: war with Norak, TR with Vikings, P with Praetorians, P with Terrans, P with Xiati, war with Vaxin
Klingons: P with Vikings, war with Jraenar, P with UkraTal, war with Orks

While I don't know if this just happened by chance or is due to the politics file, I really like the sneaky Romulan diplomacy. Waging war against weaker nations and making peace and partnerships with stronger ones is very Romulan-like (At least AFAIK, not being a hardcore trekkie ).

fleets (in turn 100)
Vikings: 4 fleets 13 / 13 / 3 / 2
Jraenar: 4 fleets 30 / 21 / 20 / 12
UkraTal: 2 fleets 15 / 8
Terrans: 5 fleets 5 / 4 / 4 / 2 / 2
Xiati: 5 fleets 4 / 4 / 3 / 2 / 1
Vaxin: 4 fleets 7 / 3 / 3 / 3
Orks: 5 fleets 2 / 1 / 1 / 1 / 1
Romulans: 2 fleets 2 / 1
Klingons: 3 fleets 20 / 6 / 3

lost research:
Jraenar: turn 75 after Ship Con.6 & Stell. Har.4; turn 90 after missiles5 & combat support2
Terrans: turn 75 after Adv Mil Sci 5 & prop.5
Praetorians: turn80 after Null-Space1 & prop5; turn 95 after Stell. Har.6 & Industry
Romulans: turn 85 after mines3 & Null-Space1
Xiati: turn 90 after Adv Mil Sci 2 & Repair 3

When I checked on the fleets, I noticed that a number of races (Jraenar, Praetorian, UkraTal, Romulan, Klingons, and maybe others that I missed) also build troop transports. Without getting too much off-topic here, let me suggest that you use normal warships hulls rather than transport hulls for the troop ships. Also it might be a good idea to make the minimum size something like BC or BB (depending on your research), since troops are not researched until the late game by these races. Most of the TTs that I have seen were small transports with ion engines I, so they have been sitting in orbit for some time. Check the files of the Aquilaeian, Orks, or Space Vikings for inspiration. BTW, the AI files I am using for the Vikings in this test are not posted, yet. But if anybody is interested, I can send an AI update.

Cya,
Rollo
__________________
SE4
Devnull Mod Gold:
Version 1.80
Dungeon Odyssey:
Hack and Slash
Version 0.53e
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 01:13 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.