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November 8th, 2001, 10:38 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 2.00 BETA
New Ai files: Fixes problems with the Vaxin and the Shadows.
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For, in the final analysis, our most basic common link is that we all inhabit this small planet. We all breathe the same air. We all cherish our children's futures. And we are all mortal. - JFK
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November 8th, 2001, 11:07 AM
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Corporal
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Re: TDM-ModPack 2.00 BETA
For [K126] Mephisto, Alpha Kodiak and Tampa_Gamer
Many thanks to you and the others guys for the wonderful work! I have some question for you:
First, if I understand correctly, the Last TDM_ModPack Version is TDM_ModPack 200.zip posted 7 November 2001 16:21, upgraded with BetaUpdate2.zip posted 8 November 2001 08:30, which already cover the fixes in TDM_ModPack.zip file posted by God Emperor 7 November 2001 13:08 and the fixes in Vaxin 111.zip file posted by Alpha Kodiak 8 November 2001 06:30, or I need even BetaUpdateI.zip, posted 7 november 2001 16:45?
About Colonial and Drakol: Colonial AI Research.txt and Drakol AI Research.txt, posted by Tampa_Gamer 7 November 2001 22:04, are specials files Versions only for “No Connections” type game, or must be used for all games, effectively replacing the originals corresponding files in TDM_ModPack?
Finally there is any known conflict with Tampa Gamer Sound 1 35.zip and related Component.txt, QuadrantTypes.txt from Deathstalker and Events.txt ver.1.30 from Dracus, posted 21 July 2001 15:46?
Thanks and bests regards.
Marco.
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November 8th, 2001, 01:01 PM
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Brigadier General
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Join Date: Sep 2000
Location: Frankfurt, Germany
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Re: TDM-ModPack 2.00 BETA
Thanks for your kind words, Marco. 
Answering your Question: Just download the TDM-ModPack_200.zip OR the latest Beta Update 2.zip (I keep all my files up to date  ). All fixes, including the ones for the Colonials, are included in both files.
Further, there are no known conflicts with these other MODs, read the Readme - Compatibility.txt that comes with the ModPack for further details. 
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For, in the final analysis, our most basic common link is that we all inhabit this small planet. We all breathe the same air. We all cherish our children's futures. And we are all mortal. - JFK
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November 9th, 2001, 02:02 AM
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Second Lieutenant
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Join Date: Dec 2000
Location: Australia
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Re: TDM-ModPack 2.00 BETA
@Rollo,
Go Jraenar!!! They look seriously mean at turn 70... They should start colonising Gas Giants shortly - if they already havent....
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November 9th, 2001, 02:23 AM
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Captain
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Join Date: May 2000
Location: Tampa, FL USA
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Re: TDM-ModPack 2.00 BETA
quote: Originally posted by Marco:
About Colonial and Drakol: Colonial AI Research.txt and Drakol AI Research.txt, posted by Tampa_Gamer 7 November 2001 22:04, are specials files Versions only for “No Connections” type game, or must be used for all games, effectively replacing the originals corresponding files in TDM_ModPack?
Finally there is any known conflict with Tampa Gamer Sound 1 35.zip and related Component.txt
Marco, thanks. Just to clarify, the Colonials and Dra'kol research files only need to be replaced if you want to start a game where the warp points are not connected to start with. There is no need to replace the files otherwise as there were no other changes made to the files. As for my Sound Mod, the latest Version was posted yesterday updated to SE4 Version 1.49, which is fully compatible with the TDM-ModPack, just follow the directions in the readme.txt. If you have any questions, just yell.
-TG
[This message has been edited by Tampa_Gamer (edited 08 November 2001).]
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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.
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November 8th, 2001, 03:18 PM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: TDM-ModPack 2.00 BETA
quote: Originally posted by God Emperor:
@Rollo,
Go Jraenar!!! They look seriously mean at turn 70... They should start colonising Gas Giants shortly - if they already havent....
Yes, they are getting really big. FYI, they have researched gas colo tech in turn 50. I was planning on including them in my next test again to see if they can repeat this performance, but I have just realized that all the slots are already full. I want to limit the races to 10, because that makes it easier to post the stats (so far I had to make two screenshots and cut and paste the Klingons into the leaderboard, because I had 11 races and the game only shows 10 races on one screen).
The next test will include the Sergetti, Xi'Chung, and Norak (as requested by Daynarr), the Dra'kol, Piundon, and Colonials (as requested by Tampa), the Rage (for A.K.), and Vaxin (they deserve a second chance), and of course myself and the Space Vikings (hey, I am not doing this out of pure altruism. I want to see how my guys are doing  ).
[K126]Mephisto- I will send you the saves up to turn 100.
I will post stats and more info up to turn 100 later today.
Rollo
PS: It just came to me how can include the Jraenar also in the next game. I'll just put myself as the Last player in the list. Nobody is really interested in my stats anyway  .
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November 8th, 2001, 03:46 PM
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Second Lieutenant
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Join Date: Dec 2000
Location: Australia
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Re: TDM-ModPack 2.00 BETA
@Rollo,
Keep up the good reports!
Am a bit busy myself currently, with the Last week being particulalry hectic play testing the mods and getting them finalised.
Incidently, the Jraenar AI is the same as the Romulan AI, with racial traits providing the only difference.
If you check the races that I have worked on, you will see that Gas Giant technology is very advanced in their research queue with Ice technology being a little further back. In my play tests, if my AI get a decent start, they grow quite massive and build impressive sized fleets.
Have fun!
Regards,
GE
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