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August 4th, 2003, 10:26 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Peace Station Mod
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I mean with that image pack 3 the image mod 3, which contains the planet pics.
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They really are not numbered, except Version numbers. I suggest changing it to say the Planet Pack of the Image Mod or somesuch.
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I made the racial traits cost much due to the fact that they are quite good, Bacterians don't have so effective racial technology.
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Yes, but if every race has to take one, all that does is drop everyone's points by 1000.
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August 4th, 2003, 11:27 AM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: Peace Station Mod
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Originally posted by Imperator Fyron:
...Universal Colony Modules are finicky. The way SE4 works, it gives each empire the tech to build the Last type of component in the file that can colonize the appropriate planet type. So, all races will get the UCM by default with the UCM being after the standard CMs. But, if you place it before them, the AI will not be able to ever use them. But, you can trick them by adding dummy abilities to the CMs, and call for those instead. A dummy ability is one that does nothing on a component, but can still be used for AI design purposes.
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Unversal colony modules are not a problem for the AI at all. You have to place them above the standard modules in the file and just give them a higher tech requirement (i.e. number of tech levels needed) than standard modules.
The AI will use them just fine, no bogus abilities or changes of designs needed.
Rollo
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August 4th, 2003, 08:13 PM
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Private
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Join Date: Aug 2003
Location: Finland
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Re: Peace Station Mod
Well I didn't change that image mod 3 thingy, but added some more stuff after it since in the readme I have it says Image Mod Readme 3 Planets.
And you don't have to pick any racial trait that gives new technology, they are only available for those races that can have unique technology, they are similar to the SE IV's original technology racial traits.
And I may try that thing with the universal colony.
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August 4th, 2003, 08:22 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Peace Station Mod
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Originally posted by Rollo:
Unversal colony modules are not a problem for the AI at all. You have to place them above the standard modules in the file and just give them a higher tech requirement (i.e. number of tech levels needed) than standard modules.
The AI will use them just fine, no bogus abilities or changes of designs needed.
Rollo
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Hmm... sounds good. 
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August 5th, 2003, 10:24 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Peace Station Mod
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Well I didn't change that image mod 3 thingy, but added some more stuff after it since in the readme I have it says Image Mod Readme 3 Planets.
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I still am totally confused as to the "3" part.
Perhaps you mean "Imagemod Planetpack, Version 3 or higher" ?
The imagemod is a collective term for the four separate packs of image files; Planets, Combat, Components and Facility.
Each pack has Version numbers from 1 to 20 or so, increasing with time as submissions are made.
Since images make for large downloads, the imagemod packs are designed to be placed over top of the original, unmodded files.
Thus, all mods can make use of the files at the same time; only one copy of them needs to be downloaded, and only one needs to remain on the user's harddrive.
Since the larger packs are up to 10 megs zipped, this is a major savings.
Modders such as yourself can use any of the images. You get free access to all of the great pictures, and it doesn't even increase the size of your mod. Most people won't even have to download the imagemod packs, since they will already have them.
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January 18th, 2004, 04:32 PM
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Private
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Join Date: Aug 2003
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Re: Peace Station Mod
Well I finally decided the update the mod. Added three new race styles to there.
Also the site has moved to a new location: http://peacestation.no-ip.org/psmovie/psmod/
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