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  #11  
Old July 6th, 2001, 06:10 PM
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Default Re: Pirates&Nomads v2 Problem

quote:
If bmps are not present in the mod dir, the game will look for them in the default dir, so you only need to include TXT files and newer pictures.
Would I need to include all of the text files, or just the modified ones?

If I have to include all the text files, it'll come out to 400Kb or so for the AIs. (rough guess, I'll check for sure when I get home from work).

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  #12  
Old July 6th, 2001, 08:42 PM

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Default Re: Pirates&Nomads v2 Problem

all text files, but only modified bmps (if any)
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  #13  
Old July 6th, 2001, 10:27 PM

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Default Re: Pirates&Nomads v2 Problem

What's the big deal about 10 megs?

I mean, a demo these days is usually a 55-75meg download, ten is tiny.

Times have changed, and most folks have a HS connection these days. Those who do not, well, I have sympathy. But there is no reason to be ruled by the least common denominator.

As far as Shrapnel objecting, I wouldn't worry. If you look closely, their limits are 30 megs per file, and 100 files total per user...
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  #14  
Old July 6th, 2001, 10:46 PM

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Default Re: Pirates&Nomads v2 Problem

10 megs is a big deal when most of it is .bmps you already have. THAT is the sticking point, really, and the massive amount of that 10megs those files take up.

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  #15  
Old July 6th, 2001, 10:52 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Pirates&Nomads v2 Problem

So create a batch file that copies the necessary files from their default directories.

You haven't modified very many of them, have you?
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  #16  
Old July 7th, 2001, 12:23 AM
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Default Re: Pirates&Nomads v2 Problem

Ok, Total Zip size: 357Kb.

Includes:
- directory tree and core data files
- Battlemoon pics
- AI .txt files only
- AI patcher .EXE and docs.

I've made a change to the patcher and will have to redo the AIs, though. When I started a game, the Terrans were getting screwed up ship designs, since they wanted to use 100Kt bombardment missiles. The engine requirements left them with nothing but engines and armor until they reached DS size ships . But that will be fixed quickly.


Note: The AI patcher also has a "PiratesMod" and a "Pirates&Nomads v1.x" mode, so you can use it to patch AIs for use in those mods too.

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[This message has been edited by suicide_junkie (edited 06 July 2001).]
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  #17  
Old July 7th, 2001, 01:53 AM
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Default Re: Pirates&Nomads v2 Problem

The same response from a private and a colonel is encouraging.

So far, the process will be:
-create a Pirates&Nomads v2 folder.
-extract the 140Kb core into the new folder.
-copy everything in your SE4\pictures\races folder to your SE4\Pirates&Nomadsv2\pictures\races folder.
-extract the 100Kb AI patch files, and overwrite the old files.

-To enable any races not provided with patch files, run the AI Patcher on them. (browse to AIgeneral, click "patch AIgeneral", browse to AIDesignCreation, click "patch AIdesign". Then use the ".patched" files to overwrite the originals.

- edit your path.txt to point to your P&Nv2 folder.

Sound easy enough?


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The latest Pirates & Nomads.
-<Download V1.6>-
-<Download compatible EMPs>-
Visit My Homepage

[This message has been edited by suicide_junkie (edited 06 July 2001).]
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