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January 30th, 2003, 08:30 PM
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Major General
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Join Date: May 2002
Location: Linghem, Östergötland, Sweden
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Re: Frequently Asked Questions for Newbies
We can add a link here.
If you want it another place. please post it there yourself. v 2.26
Will incorporate later
[ January 30, 2003, 18:32: Message edited by: Ruatha ]
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February 7th, 2003, 08:27 AM
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Corporal
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Join Date: May 2002
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Re: Frequently Asked Questions for Newbies
16.1.4 DevNull Mod - Add: see differences from standard game at http://www.jeffleggett.com/DevNullMod.htm
Binford
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SEIV Code: L+++ Gdy $ Fr! C++ Sd! T? Sf+ A M++ MpO RV Pw+ Fq Nd- Rp- G++ Mm++
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February 12th, 2003, 11:19 PM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: Frequently Asked Questions for Newbies
QUESTION
How do I install the mods, and ship sets?
And will adding a mod alter the game other than adding a new race, will they eliminate other races, etc.?
ANSWER
Ship Set Installation:
1. Unzip all files into your \Space Empires IV\Pictures\Races folder.
2. Copy the EMP files to the Empires Folder in your main SEIV Gold Directory.
3. Copy the Design Names, example "TrekNames".Txt file to the DesignNames Folder in your main SEIV Gold Directory.
4. Start a game, and select EXISTING RACE from the Players Tab.
5. You can edit the race if you want. Just be sure to save your work.
Mod Installation:
1. Unzip all files into your \Space Empires IV folder. (Where the Data - Savegame - AI etc folders are)
2. Start a game by altering the Path.txt to say the name of the folder (Mod) instead of NONE, or use the ModLauncher program. (Its on the Gold CD in the Extra Folder)
A mod will use all information from SEIV that it does not contain. That is to say if the mod does not use its own ship sets, then it will use the sets from the unmodded game.
If it does use its own ships, then you can copy any ship set you want into the MODName/Pictures/Race folder and the Mod will use it.
Mods should not erase or replace any information say for the PATH.TXT
If the PATH.TXT is altered, you can change it back to normal by opening it in note pad and changing the MODname to None. Then save and close.
It is recommended by all that you use the ModLauncher Program.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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February 17th, 2003, 06:45 PM
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Captain
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Join Date: Nov 2002
Location: Finland
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Re: Frequently Asked Questions for Newbies
1.2.4 Happiness: Every five percentage points you increase your happiness makes 0,1% people happier every turn. For example if you increase happiness 10% it's the same effect if you have one troop on your every planet.
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February 19th, 2003, 11:30 PM
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Private
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Join Date: Jun 2001
Location: Philadelphia, PA USA
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Re: Frequently Asked Questions for Newbies
2.4.3 Shields: Shields have several abilities not confered by armor besides a higher space  otection factor. These are, as long as the shields are not destroyed, they will 1) Deny the usage of Boarding Parties vs. this ship 2) Absorb Ionic Disperser attacks vs engines 3) thru the use of shield regenerators shields can be restored after being reduced to 0.
[ February 19, 2003, 21:39: Message edited by: stecal ]
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February 20th, 2003, 11:24 PM
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Captain
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Join Date: Nov 2002
Location: Finland
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Re: Frequently Asked Questions for Newbies
12.1.3 A homeworld will never riot.
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February 21st, 2003, 12:50 AM
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Brigadier General
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Join Date: Apr 2002
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Re: Frequently Asked Questions for Newbies
for the complete Version:
Quote:
Originally posted by Imperator Fyron:
Well, I emailed MM about this, and here is the response:
quote: A homeworld will never riot. Their anger will go up but it maxes out at 80% (where 100% is required to riot). We had to impose this during beta testing because a newly started empire would have its one homeworld riot and that player's game would effectively be over.
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A planet designated as your HW cannot ever riot. But, if the HW is glassed, then recolonized, it can then be capable of rioting, as it is no longer a HW.
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Slick.
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