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  #1  
Old March 19th, 2002, 06:06 AM
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Default Re: You know what would be GREAT!

Matryx's Mod Picker will do as much as is possible by a non-human.

All you have to do for that is install all the mods you want, and run the picker. The most technical install is running winzip, and extracting to the SE4 directory. Some may be simpler than that, with a self-installer program.

quote:
but man I just want one mod that has all the compatible mods ready to work with one another and fire up
What I am trying to say is:
1) Most mods pairs are not easy to combine, but can be done by a dedicated modder with major tweaks and rebalancing of all components.
2) Some mods pairs are impossible to truly combine.

A few mod combinations can be easily combined, but ALL mods together certainly falls into Category #2.

The TDM-Modpack is one of the only major mods that is compatible with a majority of mods via a simple process.
To combine TDM and Pirates & Nomads, for example:
- install P&N
- copy TDM's AI files (99% of the mod) into the P&N races folder
- run the AIPatcher v2, and click the patch button for each TDM race.
- play P&N+TDM
- Build an Empire for the AIs to stomp all over
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  #2  
Old March 19th, 2002, 09:11 PM
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Default Re: You know what would be GREAT!

While compiling the mods would take a ton of time, the most time-consuming part would be balancing them. But it still is possible.
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Old March 19th, 2002, 09:26 PM
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Default Re: You know what would be GREAT!

How, for example might you go merging emergency propulsion units with limited-supply bases (bases become "ships" with zero max engines), and still not allow bases to move?

A theoretically possible one; how would you merge Quasi-Newtonian propulsion with Classic SE4's movement system? Such that a single race could profitably use both? And not destroy the original intent of QNP?
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Old March 20th, 2002, 01:19 AM
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Default Re: You know what would be GREAT!

My Hypermaze mod can be installed into any mod that doesn't change QuadrantTypes.txt and SystemTypes.txt

For mods that do change those files, such as DeathstalkersQuadMod, you'd have to copy & paste the Hypermaze parts into the mod.

[ 19 March 2002: Message edited by: capnq ]

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