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February 28th, 2001, 08:26 PM
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Sergeant
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Join Date: Nov 2000
Location: USA
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Re: TDM ModPack 1.60
Are you sure about that? I know you can set the number of ships beyond 500. I believe the most you can set manually is atleast 2000. Has this been changed in the hard coding?
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February 28th, 2001, 09:31 PM
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Corporal
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Join Date: Jan 2001
Location: Dayton
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Re: TDM ModPack 1.60
i think Emperor Zod ment 5000, not 500
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Je maintendrai
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February 28th, 2001, 09:40 PM
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Sergeant
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Join Date: Jan 2001
Location: Syracuse,NY USA
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Re: TDM ModPack 1.60
The mod settings file is set to 500 ships and 10,000 units.
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February 28th, 2001, 09:44 PM
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Lieutenant General
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Join Date: Dec 2000
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Re: TDM ModPack 1.60
The maximum number for both units and ships in the game is 5000. Of course, you guys could send a mail to MM and ask him to increase this number to 10000 for units.
[This message has been edited by Daynarr (edited 28 February 2001).]
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February 28th, 2001, 10:01 PM
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Second Lieutenant
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Join Date: Dec 2000
Location: Houston, TX, USA
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Re: TDM ModPack 1.60
quote: Originally posted by Daynarr:
The maximum number for both units and ships in the game is 5000. Of course, you guys could send a mail to MM and ask him to increase this number to 10000 for units.
[This message has been edited by Daynarr (edited 28 February 2001).]
Okay, that's pretty much what I was asking. I have mine set to 5000 and 2000. (I don't think I'll ever build that many ships, unless bases are counted as ships.)
I set the satellite and mine per sector limit up to 200, but may go back to 100.
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"What do -you- want?" "I'd like to live -just- long enough to be there when they cut off your head and stick it on a pike as a warning to the next ten generations that some favors come with too high a price. I would look up into your lifeless eyes and wave like this..." *waggle* "...can you and your associates arrange that for me, Mr. Morden?"
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...can you and your associates arrange that for me, Mr. Morden?
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March 1st, 2001, 01:21 AM
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Sergeant
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Join Date: Nov 2000
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Re: TDM ModPack 1.60
Hey folks,
Just DL'ed the Mod pack and finished configuring it to work within my data set. Great work to all involved! I learned alot of how to tweak my set by looking at what was presented here.
One observation: I dont know if it was mentioned somewhere in the gobs of Readme's but some of the new Races presented have their 'Personality Type' set to 0. From what I have been able to determine, this means that they are never selected randomly during game creation. So... 1) is this by design? and 2) is this 100% true? I started about 20 games and not one of them had a race style that had that 0.
Has anyone definatively determined what the Personality Groups are yet? I think 4 is 'xenophobic nutcase', and 3 is 'democratic pushover' but I'm not 100% sure on 1 and 2 yet. Anyone?
Thanx for all the work that went into this!
Talenn
added: I think there is a slight glitch in the Narn 'General' file: The word 'Savvy' is mispelled as 'Savy' in the text description and hence, in your racial characteristics. This means that it isnt working and the race isnt getting it's added Advanced Traits (not enough points left since the Political Savvy isnt being reduced. I changed the spelling back to 'Savvy' and it works fine.
Also, the Toron 'General' file doesnt specify their custom designname.txt either.
Talenn
[This message has been edited by Talenn (edited 01 March 2001).]
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March 1st, 2001, 03:27 AM
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Brigadier General
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Join Date: Sep 2000
Location: Frankfurt, Germany
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Re: TDM ModPack 1.60
Thanks Talenn, I have fixed the bugs.Funny, every general.txt spells savvy wrong. 
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