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February 15th, 2001, 01:13 AM
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Brigadier General
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Re: AI Mod Pack 1.50 Posted
Only if you are the host of the game. But hten again even if you are the host this will cause no program problems (but one of the new races might kick assses of some players ).
quote: Originally posted by JimG:
I am already in an email game. If I load these mods, will it effect the game I am plyaing???
Thanks!
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February 15th, 2001, 02:01 AM
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General
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Re: AI Mod Pack 1.50 Posted
I have to add my vote for the Darlok shipset. The red and black contrast is pretty cool and the physical shapes are good. It's not really what I'd consider a "stealthy" race shipset though, precisely because of the red/orange in it. I'm tempted to copy all the Xiati ships over to Darlok and use the Darlok set for the Xiati. They're more visible in the system window.
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February 15th, 2001, 02:38 AM
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Captain
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AI Mod Pack 1.50 Posted
AI Mod Pack 1.50
Space Empires 1.19 ONLY
February 14, 2001
Over in the download section we posted AI Mod Pack 1.50 which was created to eliminate multiple and confusing downloads/copy/pastes and should extract directly to your SE4 subfolders provided you choose the "SE4" directory as your target. None of these mods add or change any components, technologies or facilities - just tweaking whats already there.
IMPORTANT!!! The three files as are follows:
File 1 of 3 - All .txt files, .emp files, etc.
File 2 of 3 - Complete shipsets for the Darlok and Earth Alliance
File 3 of 3 - An "undo" zip which will restore all original Space Empires IV files to Version 1.19 DO NOT EXECUTE THIS, SIMPLY PLACE IT IN YOUR BACKUP DIRECTORY IN CASE OF EMERGENCY!
HISTORY
1.50 - all races updated, shipsets added
1.01 - changes to eliminate spelling error and spacing error in two Darlok files
1.00 - initial release
This pack contains the following:
(1) Unique shipsets for the Darlok created by Don Phillips (Voidhawk) and for the Earth Alliance by Randy Stuce and other artists
(2) Mephisto's AI Mod ver 1.80
(3) Tampa_Gamer's Darlok AI 1.40
(4) Daynarr's Sergetti AI Mod 1.3
(5) Daynarr's Xi'Chung AI Mod 1.0
(6) Unique speech files for the Darlok and xenophobic Sergetti created by John Zamarra
Please see the various readme files for details on installation and specific file content. A lot of changes have been made to the AI files based on bug reports and "features" discovered over the Last couple of weeks. Please report any bugs/comments on this message thread.
Enjoy!
[This message has been edited by Tampa_Gamer (edited 14 February 2001).]
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February 15th, 2001, 06:07 AM
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Corporal
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Re: AI Mod Pack 1.50 Posted
I LOVE the Darlok ship-set... and I agree with the non-stealth comment.
So, of course, I play the new shipset and gave the Darloks the Xiati
Works for me! lol.
Jason2
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Jason2
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February 15th, 2001, 06:18 AM
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Corporal
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Re: AI Mod Pack 1.50 Posted
Aw, stop it, you guys are embarrassing me . Thanks for the props, but just remember they ain't nothing but eye candy without that awesome AI driving them.
Baron, that's the dilemma I had facing me when I made the set. I wanted a dark primary color, but at the same time wanted the ships to be very visible in tac view. I'm like Tampa, I HATE when you can hardly see the ships. Hence the orange. Now, if you want a REALLY stealthy set, I can upload the Darlok ships that I've been playing with just for kicks. I imported the original SE starmap background bitmap into my modeler and "wrapped" the tactical mini's with the starfield texture. Ever see the movie Predator? That's the effect. Kind of like automatic and permanent cloaking. Scary stuff indeed, and not for the easily annoyed.
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-Don
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-Don
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February 15th, 2001, 03:00 PM
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Major General
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Re: AI Mod Pack 1.50 Posted
uh oh, I just looked at that stealth add-on. oh my....
Darlok not fully implemented Tampa?
they gonna be some NASTY boogers then!
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February 15th, 2001, 08:00 PM
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Corporal
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Re: AI Mod Pack 1.50 Posted
Tampa et. al.,
I installed Mod Pack 1.50 Last night. I started a game of Neutral Challange (see that thread) and got stuck in a corner, so restarted. On the retsart, I got a Range Check Error. I closed, restarted, and got it again. I restarted a third time and did not get it. After I got up and running, I was able to play just fine.
In each game, I was playing my own human race, while I had added in your Darlock, Sergetti, and Xiching (whatever) 3000 races. My human race is just built within the game, no mods or anything funky. Yes, I am on 1.19.
I'm not complaining. I know no warranties were expressed or implied, and I don't expect you to be tech support. But I thought you might want to know. I'd be happy to give you any other info you want. If you want to just wait for the patch, that's fine with me too.
Thanks!
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February 15th, 2001, 11:50 PM
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Captain
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Re: AI Mod Pack 1.50 Posted
Taterbill-
I will try and simulate this tonight. So you did not add the EA? What type of system and how large? I assume a tech1 start. Also, do you remember which start position your human player was and roughly what order the added races were placed? I have found (as previously reported) that adding AI players in slots previous to the human player causes some problems - but I am still testing this.
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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
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February 16th, 2001, 12:54 AM
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Corporal
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Re: AI Mod Pack 1.50 Posted
Tampa_Gamer,
No, I did not add EA.
Galaxy was large mid-life, all connected.
I (Humans) was slot #1.
Don't remember the order of the others. I could tell you the order they are in now in the game that is working, but I'm not sure I put them in in the same order in the games that did not work.
Hope that helps.
Bill
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February 16th, 2001, 02:48 AM
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Major General
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Re: AI Mod Pack 1.50 Posted
*shudder* and with that stealth mod you just posted...imagine when they get stealth armor..eeeek!
The Darlok are bad enuf with their intel eating you alive
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