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  #11  
Old February 10th, 2005, 06:52 PM
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Default Re: Capship Mod

Ok, I'd like to test your mod but I don't want to create another installation of SEIV and from the looks of things that's what I'd have to do.

I've taken the liberty of putting your files into a folder structure and rezipping them(file attached). What you need to do now is add to it so that people can play the mod without jumping through hoops.

You've got some good ideas and I hope you'll take the time to correct the problems so other folks can see them!
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File Type: zip 330986-CapShip Mod.zip (1.73 MB, 213 views)
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  #12  
Old February 10th, 2005, 10:14 PM
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Default Re: Capship Mod

There is an "edit post" button you can use to avoid multiple posts in a row...
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  #13  
Old February 11th, 2005, 06:01 AM
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Default Re: Capship Mod

Thnx, Nodachi... that's what I was talking about in my previous post. Urendi Maleldil had already done such a thing, but now I don't see it anymore...

And I know it's better to have a mod directory path, but I had already duplicated SEIV before I knew of this. And I also have certain races I only want to use in certain mods, so that's another reason why I did it.

I know about the "Edit Post" button, but I kept forgetting...

And one more thing: If you test it, please, post your opinion and/or advice here. It's only a beta version as of yet. I'm planning to add more, and I haven't really playtested it myself - partially because the AI will NOT be able to handle the mod, and I don't really want to play against myself for that long.
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  #14  
Old February 11th, 2005, 09:10 AM
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Default Re: Capship Mod

What problems are you specifically talking about, Nodachi? The issue with the anti-capship missiles? The Advanced Stellar Manip things? the Advanced Physics tech types?
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  #15  
Old February 11th, 2005, 09:46 AM
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Default Re: Capship Mod

Dude, the game can't load the mod unless someone duplicates your set-up. Even when I reworked what you had posted into folders and rezipped them it still won't load due to missing files. What I would suggest is that you go ahead and get everything laid out correctly and repost the mod.

I hope I'm not coming off as an ***, honestly I'm just trying to help.
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  #16  
Old February 11th, 2005, 10:48 AM

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Default Re: Capship Mod

Please follow der suggestions! Sounds fun.
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  #17  
Old February 11th, 2005, 12:51 PM
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Default Re: Capship Mod

I know... I've forgot SectType, which now uses the denominators "Halo Ring World" and "Dyson Sphere" instead of ring/sphereworlds.

Oh, and if you're talking sbout the error message at 78% loaded of the AI files, it's OK. The AI for this mod hasn't been reworked yet, and since I split up Ship Construction into approx. seven projects, the AI needs to be told to research those projects instead of Ship Construction. However, I took one look at the AI Research files and took off. It seemed too darn unreadable... I don't think I'll ever get round to it, so I'm hoping for someone to volunteer to do the AI work here... for now it's human-vs-human only. (Or human-vs-alien, or alien-vs-alien, whatever.)
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  #18  
Old February 11th, 2005, 03:37 PM
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Default Re: Capship Mod

I tried to upload a .zip file with all the directories in place, but for some reason it got posted as a bad file so I deleted it.

Here's another try.
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File Type: zip 331212-Capship Mod.zip (2.2 KB, 207 views)
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  #19  
Old February 11th, 2005, 03:45 PM
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Default Re: Capship Mod

Quote:
StrategiaInUltima said:

And I know it's better to have a mod directory path, but I had already duplicated SEIV before I knew of this. And I also have certain races I only want to use in certain mods, so that's another reason why I did it.

You can have a Pictures folder in the mod too. Add a Races folder, only add folders for the races you want to be available in that mod. If it is a stock race, you can even just have a blank folder in the mod, and SE4 will find the missing files in the default folders. Or, include some customized AI files as necessary, and SE4 will fill in the gaps (such as images).
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  #20  
Old February 11th, 2005, 04:37 PM
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Default Re: Capship Mod

Oh, I see. Thnx for clearing that up Urendi

I know, but I wanted some STOCK races NOT to appear in some mods. For example, I don't really like the Eee - with their globular ships. Or the Sergetti. And in one mod I used only several downloaded ST races - not all, but some. (And yes, it WAS an ST mod - but my own one. I knew (a little) about the AT ST Mod, but I just created it anyway. Never really got round to finishing it completely.)

I'll be uploading SectType soon.
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