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July 9th, 2001, 10:44 AM
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Corporal
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Join Date: Apr 2001
Location: Beer-Sheva, Israel
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Re: Space Monsters!!!
Then try and create a self-destruct building for a planet -> IF the planet gets captured, then all the facilities will self destruct
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Emperor Klis't of the Taera Republic.
Proud member of the League of Empires.
E-Mail -
Ora Planet - Taera Republic - League of Empires
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July 9th, 2001, 05:56 PM
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Colonel
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Join Date: Jan 2001
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Re: Space Monsters!!!
quote: Originally posted by TaeraRepublic:
Then try and create a self-destruct building for a planet -> IF the planet gets captured, then all the facilities will self destruct
This would be a new ability and it is not possible for us to create new ones. Only MM can do this.
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July 9th, 2001, 06:14 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Space Monsters!!!
quote: This would be a new ability and it is not possible for us to create new ones. Only MM can do this.
Self-destruct is not a new ability; putting it on a planet just hasn't been tried before.
quote: If I require all other empires to take a racial trait (0-point) of "Not a monster" (ala P&N), I can completely remove the monsters acess to normal stuff, thus I don't have to make their facilities "uber-facs"... but all empire files will have to be altered, both currently in se4/tdm and all future ones (not to mention requiring a larger .zip)
I would be happy to add a "monster mod" mode to my AI Patcher program, and you could use it to patch your AIs quickly. The players could download it too, and patch the new AIs as they come out.
The addition would be only 6 lines of code or so, plus helpfile, if I add it on to what I've got already.
What I need to know is:
1) The exact spelling (including upper/lower case) of the racial trait.
2) Any help comments you want to add.
Everything else is already done.
Check my sig for a link to the AIPatcher.
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The latest Pirates & Nomads.
-< Download V1.6>-
-< Download compatible EMPs>-
-<Easy to Use AI Patcher for any of my mods>-
Visit My Homepage
[This message has been edited by suicide_junkie (edited 09 July 2001).]
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July 9th, 2001, 06:33 PM
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Corporal
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Join Date: Feb 2001
Location: Manchester, England.
Posts: 130
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Re: Space Monsters!!!
I'm liking the sound of this monster patch.
If you want TDM compatability yo do need to change the EMP files and General_AI for all of them. However, you don't need to include all the bitmaps.
Alot of effort on your part, but you'll save the end user alot of effort, and thats apreciated > makes you mod more sucessful  .
Self destruct: Has anyone thoguht about destroying the whole planet?! I'm sure theres an option for that :-\ 
Or maybe you could program the AI to do that after capture.
> Monster AI aren't allowed to build planetary shield generators either in that case.
If you're not allowed to use the cehalopeia fleet just say 'You need to install this shipset first' go and download from here: http://universalshipyards.tripod.com
or from his brother's home site: http://se4kdy.cyberwars.com'
Then your will be titchy, about 200kb max, just for those AI updates and data files!
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July 10th, 2001, 02:34 AM
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Sergeant
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Join Date: Dec 2000
Location: Miami, FL U.S.A.
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Re: Space Monsters!!!
Well good news! I got permission to use the shipset (and sound files!), so I'm now in the process of making 3 Versions:
1) Stock SE4
2) TDM
3) P&N
Suicide Junkie... your offer of the AI patcher is great! you'll save me a ton of work, changing all those AI_General files was a bit daunting...
Here's The Info:
All exisiting empires need to have: "Civilized Race" (without the quotes)
This will open racialtech area 10, for 0 points...
P.s., all tech areas with racialtech # set to 0 are changed to 10 for this mod.
If you could make 2 Versions, one for se4/tdm and 1 for P&N, I would be very thankful...
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July 10th, 2001, 03:46 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Space Monsters!!!
Now, all of the AIs that are run through the patcher will get the civilized trait, so if you want one or two to be monsters, be sure not to patch those ones.
Hmmm. Looking back, I don't see an official name for the mod.
I've called it "Trachmyr's Space Monsters v1.0".
If you have a quick description of your mod for the readme, I can copy it from the forum.
Also, I have your mod listed as "supported but untested", so if it works great, tell me so I can update that.
quote: If you could make 2 Versions, one for se4/tdm and 1 for P&N, I would be very thankful...
I'm more than willing to have any number of Versions, of any number of mods, supported by the patcher.
Now that I have the serious code done (read/write files, analyse lines), almost any mod can be added in less than 5 minutes.
Typing up the help entries takes up most of the time now  .
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The latest Pirates & Nomads.
-< Download V1.6>-
-< Download compatible EMPs for P&N v1.6>-
-< SJ's Latest AI Patcher Version>-
Visit My Homepage
[This message has been edited by suicide_junkie (edited 10 July 2001).]
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July 10th, 2001, 04:01 AM
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Sergeant
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Join Date: Dec 2000
Location: Miami, FL U.S.A.
Posts: 290
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Re: Space Monsters!!!
Well, as a lot of the mod comes from others... I don't want to put my name on it. Let's Call it SPACE-MONSTERS v1.0
Again, thanks a bunch... When I start the P&N Version I'll let you know...
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