|
|
|
 |

April 6th, 2001, 01:59 AM
|
Private
|
|
Join Date: Mar 2001
Posts: 33
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: FYI - TDM ModPack 1.70 Posted
quote: Originally posted by raynor:
Have you posted your request for pirate compatible EMP files over in the Pirate thread or emailed SJ about creating them?
I'm more concerned about the pirate ".emp" files being TDM compatible to be honest.
The simplest way to ensure this would be to incorporate the racial trait into TDM (but none of the new facilities or components).
Is backwards TDM/MM ".emp" file compatibility something you're trying to preserve and would adding a new trait destroy it? (i.e. would the game throw out .emp files containing an undefined trait?)
__________________
Resistence is futile.
|

April 5th, 2001, 02:08 PM
|
 |
Captain
|
|
Join Date: May 2000
Location: Tampa, FL USA
Posts: 862
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: FYI - TDM ModPack 1.70 Posted
Unfortunately, our experience has been that the .emp files are very touchy. Originally, I had developed a racial trait/tech for starting stealth ships (for use by the Darlok), but testing revealed that if someone did not have all of the corresponding tech and culture files, etc. it would generate errors. Likewise, if I try to load a "clean" Version .emp file into a culture or racial trait modified environment, it also would generate errors.
__________________
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
|

April 5th, 2001, 07:28 PM
|
Private
|
|
Join Date: Apr 2001
Location: San Jose, CA, USA
Posts: 9
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: FYI - TDM ModPack 1.70 Posted
I have run into a bit of a technical problem after installing the new Version of the mod into my SE IV directory. I had previously been running 1.60 with about ten additional races acquired from the very creative individuals on this forum. When I extracted the 1.70 TDM modpack over the old one, and tried to start a new game, I found that only the shipsets from the races in the Modpack were showing up on the race creation screen. The folders and files for the new races were still present in the Picures/Races directory, but I could not access them at all on the "Add new race" page on the new game set up. I tried erasing one of the race files and reinstalling it in the picures/races directory but its pictures still did not show up when I tried to add a new race.
Do I need to reinstall SE IV, the 1.30 patch, and the Modpack from scratch in order to be able to put back all of the other new race pictures and *.emp files (they do not show up under "add existing races" either, meaning their *.emp files are not being recognized either). Is there an easier way? Has anyone else had this problem? Any advice would be most appreciated.
------------------
Follow the Golden Rule:
"He who has the Gold makes the rules.."
__________________
Follow the Golden Rule:
He who has the Gold makes the rules..
|

April 5th, 2001, 07:34 PM
|
 |
Captain
|
|
Join Date: Feb 2001
Location: Peterborough, Ontario, Canada
Posts: 907
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: FYI - TDM ModPack 1.70 Posted
This could possibly be your problem. The old modpack was in the folder 'Modpack', the new one is in 'TDM-Modpack' or something like this. Just go to your old files in the previous modpack and 'cut and paste' them into the appropriate folders in the new tdm-modpack. This should clear everything up.(had this happen myself)
------------------
"The Empress took your name away," said Chance.
Owen smiled coldly. "It wasn't hers to take. I'm a Deathstalker until I die. And we never forget a slight or an enemy." -Owen Deathstalker.
__________________
We are all...the sum of our scars....(paraphrased) Matt. R. Stover-'Blade of Tyshalle'.
Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by.- Kevin McCarthy/David Silva The Family:Special Effects..
Long Live the Legion!!-Comic book fandom...
|

April 5th, 2001, 07:45 PM
|
 |
Captain
|
|
Join Date: May 2000
Location: Tampa, FL USA
Posts: 862
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: FYI - TDM ModPack 1.70 Posted
Deathstalker is correct, I think this will solve your problem Masterdave. We changed the name of the folder since other "Modpacks" are starting to pop-up and we didn't want them to overwrite each other.
__________________
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
|

April 5th, 2001, 07:45 PM
|
Private
|
|
Join Date: Apr 2001
Location: San Jose, CA, USA
Posts: 9
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: FYI - TDM ModPack 1.70 Posted
They say the simplest explanation is usually the best one. I will take another look at the folders when I get home from work. Thanks Deathstalker!
__________________
Follow the Golden Rule:
He who has the Gold makes the rules..
|

April 5th, 2001, 07:48 PM
|
General
|
|
Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: FYI - TDM ModPack 1.70 Posted
BTW, the ModPack is getting a bit large. Maybe in the future you could split it into several files? A complete set of updated AIs for the 'default races' could be part 1, and then the additional races could be in a part 2 or 3 or however many it takes to make reasonable downloads. Maybe just have a seperate file for each race since a shipset can be close to a megabyte zipped? This would make it easy to pick and choose what races you want to use, too
[This message has been edited by Baron Munchausen (edited 05 April 2001).]
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|