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Old August 31st, 2003, 03:28 PM

Imperial Imperial is offline
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

playing a test game-- as Galactic Empire. about turn 5 or so i noticed that the first race i came in contact with was---The Galactic Empire--hahahhaha--i looked at players and noticed 2 gal empire and 3 Sith players. I am playing on a large quadrant map with max amount of players selected. I only added the Empire no other races were added. never really noticed this happenning in any other SE 4 ????. Ill post any more bugs or weirdess as i play more.

[ August 31, 2003, 14:30: Message edited by: Imperial ]
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Old August 31st, 2003, 03:53 PM
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General Woundwort General Woundwort is offline
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

There has to be a minimum of 20 major races (i.e. races with pics and data files in the Races folder) - the game will run duplicates if this is not done. How many Races are there in this mod?
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Old September 1st, 2003, 11:23 PM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

yes indeed there are 10 main races--ill prob add more if i can find some star wars copmpatible looking ones. another thing i recently noticed is that during combat--the mp-3 files arent working--the guns(dup cannon) at the time made dinging noises and no explosion sounds were heard.--Do i have to load the cd up to enable sounds? More to come as i explore the mod more--
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Old September 1st, 2003, 11:29 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Quote:
Originally posted by Imperial:
yes indeed there are 10 main races--ill prob add more if i can find some star wars copmpatible looking ones. another thing i recently noticed is that during combat--the mp-3 files arent working--the guns(dup cannon) at the time made dinging noises and no explosion sounds were heard.--Do i have to load the cd up to enable sounds? More to come as i explore the mod more--
It depends on where Andres put the sound files. If he put them in his mod directory>sounds, then you'll hear them only when 'classic' sound effects are chosen. Most people use the 'new' sound effects, so they would need to be in the sounds>new directory instead.
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Old September 2nd, 2003, 01:18 AM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Right, sounds are from in sounds\new dir, copy the files from the default one to the one in the mod (answer 'no' if it asks you to overwrite files).
It wasn't worth to increase the size of the file in about 10 Mb (compressed) only to include wav sounds you already have. I should have included a warning and instructions about this.
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Old September 2nd, 2003, 03:50 AM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

OK before i do that let me ask this-- in the default SE-IV sound folder--there is a subfolder called new and several mp-3 files outside that folder. Do i select all and copy them into the SW-2 mod?. And also once i do copy them--do i turn classic effects on?--sorry if i seem dumb--i just want it to work--heh.Also the mod seems pretty stable otherwise--I plan on playing a few hours each day this week so ill post my findings accordinly--thanks for the replies))
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Old September 2nd, 2003, 07:07 AM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

The feared "System Default Sound" gun.

First, they’re not .mp3 files, they are .wav files, though your system may show the same icon and play them with the same program.

You have to copy the files from
...\Space Empires IV Gold\Sounds\New
to
...\Space Empires IV Gold\StarWars-II\Sounds\New
(this folder should exist and hold some sounds of starwars weapons and a couple of interface sounds it would be nice not to overwrite)

Leave the classic effects option off.
Unless you prefer to listen to the old sounds for SE4 weapons, in which case you should:
copy new sounds from “...\Space Empires IV Gold\StarWars-II\Sounds\New” to “...\Space Empires IV Gold\StarWars-II\Sounds” and all sounds except the overwriting ones from “...\Space Empires IV Gold\StarWars-II\” to the same dir.
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