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May 10th, 2003, 05:41 AM
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Sergeant
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Join Date: Feb 2003
Location: Tacoma, WA
Posts: 356
Thanks: 3
Thanked 5 Times in 3 Posts
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Re: whats a good solo mod?
Yep, its all there now, just for some reason the Ringworlds dissapeared. Are they player made only? or can they be created in a new map/game?
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May 10th, 2003, 05:48 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
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Re: whats a good solo mod?
Constructed planets are not supposed to be on random maps. I think you can call for them specifically, but the wont appear unless you call for a RW in some system.
Try P&N as a Pirate or a Nomad with the TDM AIs converted to work in P&N with SJ's AI converter, on his web site.
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May 10th, 2003, 06:32 AM
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Sergeant
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Join Date: Feb 2003
Location: Tacoma, WA
Posts: 356
Thanks: 3
Thanked 5 Times in 3 Posts
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Re: whats a good solo mod?
I figured as much, thanks Fyron. Would you know any reason why new systems dont have names? I copied over the *.txt files you said to copy.
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May 10th, 2003, 06:34 PM
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First Lieutenant
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Join Date: Jul 2002
Location: Brasil
Posts: 604
Thanks: 0
Thanked 6 Times in 6 Posts
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Re: whats a good solo mod?
justa nswering your original question:
You already tried de AI Campaign Mod? I'm playing the v2.90 now and its very cool, the AI are really competitive, but play it in Finite Resources mode so it's more interesting....
just my two cents... (or 'centavos' here in Brazil).
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Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
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May 10th, 2003, 08:59 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Thanked 12 Times in 10 Posts
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Re: whats a good solo mod?
Quote:
Originally posted by Narrew:
I figured as much, thanks Fyron. Would you know any reason why new systems dont have names? I copied over the *.txt files you said to copy.
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I suggest you go and copy the SystemNames.txt file from FQM into the other mod folder again. That should fix the problem.
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May 10th, 2003, 10:11 PM
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General
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Join Date: Mar 2002
Location: Indiana
Posts: 3,229
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Re: whats a good solo mod?
Quote:
Originally posted by Narrew:
I figured as much, thanks Fyron. Would you know any reason why new systems dont have names? I copied over the *.txt files you said to copy.
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Along with what Fyron just said, the names won't take place until you start a new game. Just adding the names now won't change the names in the middle of the game. When you start a new game it will go through the SystemNames.txt and place names to each system; but it only does this at the beginning of a game so adding more names to the file don't change anything during a game.
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Ragnarok - Hevordian Story Thread
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I think...therefore I am confused.
They were armed. With guns, said Omari.
Canadians. With guns. And a warship. What is this world coming to?
The dreaded derelict dwelling two ton devil bunny!
Every ship can be a minesweeper... Once
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May 10th, 2003, 10:12 PM
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Second Lieutenant
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Join Date: Jul 2002
Location: Belgium
Posts: 558
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Re: whats a good solo mod?
yeah i had the system names problem also a while back and as Fyron says, copying the SystemNames.txt from the FQM directory to the directory where the mod you play resides, solves the problem.
The SystemNames.txt from FQM is quite large. > 500 Kb
[ May 10, 2003, 21:12: Message edited by: minipol ]
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