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  #1  
Old November 19th, 2001, 05:50 PM

Jourin Jourin is offline
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Default Re: TDM-ModPack 2.00 BETA

Tampa,

Please consider my culture mod for the mod pack. With culture values working properly, they can now have an impact.

The cultural values where not balanced. I weighted the values based on how many racial points where needed to achieve the same
value. Some cultures actually penalized you.

Using neutral as a base with the value 2 in every field, I determined the max point value for the cultures, the equivalent of 800 points. Then I balanced the cultures to all equal the same value. Neutral is now a balanced and truly playable culture.

Attached is the excel spreadsheet that I used. I did some weird experimentation with the Xenophobes, but the values could be changed as long as they are balanced.

The wrong files got posted in previous Posts by my - sorry about the confustion.
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Old November 20th, 2001, 12:03 AM
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Default Re: TDM-ModPack 2.00 BETA

Tampa Gamer said:
"Q - The Amon'Krie are not one the modified races. They are included in the mod directory so that they will still be used as a random race, just as the other original non-modded races are. I think what you are seeing are differences betwen the actual original races and what the AI modders have been doing over the Last year."

So why nobody tried to improve these races too? I think that if you use the TDM-ModPack you don't want to play against such weak AI empires, even if they are picked as random computer players.
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Old November 21st, 2001, 12:43 AM
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Default Re: TDM-ModPack 2.00 BETA

I'm sorry, Jourin, but the TDM-ModPack contains only AI races. Nearly all the TDM-Modders have a Mod of the game to some extend but we want to provide a Pack anyone can install without any problems normally related to installing a MOD that changes the data files (compatibility, game balance...)
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Old November 21st, 2001, 12:45 AM
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Default Re: TDM-ModPack 2.00 BETA

Well, any Modder can just make that many races and keep them up to date. And on a closer look, there are only a few "original" races left.

quote:
Originally posted by Q:
So why nobody tried to improve these races too? I think that if you use the TDM-ModPack you don't want to play against such weak AI empires, even if they are picked as random computer players.


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Old November 21st, 2001, 01:14 AM

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Default Re: TDM-ModPack 2.00 BETA

Tampa, I understand. I was just trying to provide balance by correcting the inbalances in the original Culture.txt
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Old November 22nd, 2001, 05:05 PM
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Default Re: TDM-ModPack 2.00 BETA

Klingon' 2k .emp file has advanced power conservation racial trait instead of natural merchants. Since AI-construction file is tuned to the default natural merchant Klingons, AI does't build any space ports when Klingons are selected via .emp file. Not good
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Old December 2nd, 2001, 12:28 PM
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Default Re: TDM-ModPack 2.00 BETA

I just uploaded the final Version of the TDM-ModPack 2.00 to the scenario board. Have fun!

[ 02 December 2001: Message edited by: [K126]Mephisto ]

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