|
|
|
 |

April 25th, 2001, 06:00 PM
|
 |
Captain
|
|
Join Date: May 2000
Location: Tampa, FL USA
Posts: 862
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Tampa, read this
SJ-
With regard to incorporating any modified techs/components, we would like to see a lot of things added to SE4 from your mod, Devnull's and others down the line by MM if they have the time and the inclination to make the AI use it to good effect.
We do not add those things to the TDM-ModPack b/c our primary focus is to provide more competitive AI opponents to SE4 community as a whole. Repeatedly, for the past 6 months since SE4 released we have all had the desire to add this tweak or that tweak to add new components or research, etc. and have actually chosen not to incorporate several mods that we felt did not muster up to the AI level that we sought. In fact, we each have our own personal "mods" to suit or own tastes - but we are always careful about how the AI is effected.
Please do not take this personally, it is just a dogma we are standing by for the time being and which we feel the mod community appreciates (at least for now).
Later
-Tampa_Gamer
__________________
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 25th, 2001, 06:06 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Tampa, read this
Gotcha. An AI-boosting mod is an AI-only mod 
__________________
Things you want:
|

April 25th, 2001, 10:42 PM
|
Sergeant
|
|
Join Date: Dec 2000
Location: Miami, FL U.S.A.
Posts: 290
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Tampa, read this
But SJ, there's nthing to stop you and Devnull from combining your mods and making them "compatiable" (READ: won't mess anything up), with the TDM... it won't be an official part of the TDM, but you could add it on top of it.
|

April 25th, 2001, 11:08 PM
|
 |
Captain
|
|
Join Date: May 2000
Location: Tampa, FL USA
Posts: 862
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Tampa, read this
Trachmyr- Exactly 
__________________
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 25th, 2001, 11:12 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Tampa, read this
Well, the critical part of my mod is the Pirates & Nomads racial traits & that will definitely conflict. All the AIs need to be redone for my mod to include the "Normal" racial trait, otherwise they turn into One-world neutrals.
__________________
Things you want:
|

April 25th, 2001, 11:22 PM
|
Sergeant
|
|
Join Date: Dec 2000
Location: Miami, FL U.S.A.
Posts: 290
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Tampa, read this
Well you can always "mod" their "modded" files...
[This message has been edited by Trachmyr (edited 25 April 2001).]
|

April 28th, 2001, 07:19 PM
|
 |
Colonel
|
|
Join Date: Feb 2001
Location: B.F.E. USA
Posts: 1,500
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Tampa, read this
I was refering to one of you have Ext miss mounts and with the TD mod pac it is not there, I know some on the game but I have tried to tie them both together and game crashes so I either reinstall game (depends on what I did) or remove the one file I moved/added and again my hat's off to all of you who know just what you are doing.
------------------
mottlee@gte.net
"Kill em all let God sort em out"
__________________
Kill em all let God sort em out
|
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
|
|
|
|
|