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July 23rd, 2006, 11:21 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
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Re: Carrier Battles Mod
Odd, I was sure I'd fixed the rebels already.
See attachment for update to the CB1.6+Atro files
SCJazz:
You should have realized that was the wrong way to do it when the AIs started making illegal designs instead of just making an empire that was missing a non-critical racial trait.
The fix is simply to change the "Hardy Industrialists" call in AI_General to "Natural Builders"
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July 23rd, 2006, 11:32 AM
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Sergeant
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Join Date: Jun 2005
Posts: 312
Thanks: 5
Thanked 8 Times in 7 Posts
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Re: Carrier Battles Mod
Just call me impatient! Wasn't sure what was hosing it up easier to just blow the whole thing away and force Neutral. By the way...
OMIGOD U R FRICKIN AWESOME!!! 6 years of playing and this CB thing is GREAT! Totally different. Challenging. At times seriously ticking me off. I'm on turn 114 of a 7 player slugfest and at work now and all I can think of is getting back to the game!
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July 23rd, 2006, 11:44 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
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Re: Carrier Battles Mod
Thanks
Are you playing against coworkers? That would be sweet, just try not to glass your boss' homeworld 
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July 23rd, 2006, 11:56 AM
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Sergeant
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Join Date: Jun 2005
Posts: 312
Thanks: 5
Thanked 8 Times in 7 Posts
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Re: Carrier Battles Mod
I wish I were playing. I'm monitoring Pfizer's Global Data Centers right now. Which on a Sunday means I'm waiting for something to break and otherwise I'm bored and reading forums. Only 8 hours left until I can start playing again.
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July 23rd, 2006, 12:08 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
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Re: Carrier Battles Mod
SE4 fits on a CD-RW, and even USB keys these days
Works best if you have a dual monitor setup, so SE4 takes up the primary, and you can put all your status monitor stuff up on the secondary to glance at as you go.
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July 24th, 2006, 11:41 AM
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Captain
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Join Date: Jun 2002
Location: Texas, yall
Posts: 956
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Re: Carrier Battles Mod
Well, I tried auto-combat, which seems to work best for me. Now if I can just figure out the strategies. 
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July 26th, 2006, 05:44 PM
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Sergeant
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Join Date: Jun 2005
Posts: 312
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Re: Carrier Battles Mod
Suicide,
After about 30 minutes of tweaking this that and the other thing I got CB 1.6 working with AIs. However I'm not entirely certain that I have everything setup the way you would. In one of the 1.6 downloads I found 8 AI races. In another 1.6 download I found like 17 races (TDM + extras). At the risk of sounding ungracious would it be possible for you to release a 1.7 version with instructions on things like empty out the AI directory?
Setting up your mod required...
1) Install and update to version 1.94 of a clean SEIV
2) Install of ImageMod
3) Overlay of SB 1.6
4) Removal of extra Races in /Pictures/Races after I noticed that not all were included in 1.6.
5) Re-Install of ImageMod because I thought that would help fix an error referencing /Pictures/Combat
6) A bit more tweaking that I don't quite remember right now.
7) Another overlay of SB 1.6 /Pictures/Races
Was ALL of this necessary? Probably not...
Would it work flawlessly if I just installed ImageMod on a fresh 1.94 installation and dropped your 1.6 zip in? No certainly not.
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