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  #21  
Old January 13th, 2001, 07:37 PM

jpinard jpinard is offline
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Default Re: AI Modding Consortium - Please read

Excellent responses so far. I like the idea of no central boss as well, so that's one less thing to think about. Everyone please read the new thread here which has 2 e-mails from MM responding to this idea:
http://www.shrapnelgames.com/ubb/For...ML/000935.html

Second I'd like to extend the strength of this consortium for three different things:

1. As Daynarr and several others stated, there is a lot that can be done with just making edits to the races themselves. I feel we should leave all the default races alone(for those just starting the game), but create new Versioned races based on the originals with a slightly modifed name. Like Sergetti-1...
This way people won't be too worried about losing (overwriting) anything with a "total mod-patch" which will add (EASILY) lots of new, verified, complete races.

2. We now have the opportunity to help MM patch every AI concern we have. I'm sure they do not have the time to look at EVERYTHING, so we need to consolidate the most important problems and show what has been fixed on our own. This will maximize the amount that can be added to the next patch.

3. Anything not included in the patch, we can work from to add later as a Space Empires IV "added game type". Such as extened technology trees, added ship types, etc etc. People could choose and install that which piques their interest most. When it's posted by us, people will know they can play and install without risk... that it will be balanced and fun.

Lastly, don't worry if you're short on time. That's the reason for having a group of dedicated people. Everyone has a life outside of Space Empires, right??
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  #22  
Old January 15th, 2001, 07:29 PM
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Default Re: AI Modding Consortium - Please read

jpinard-

Great job getting everyone's attention and a response out of MM! A lot of the requests seem to be for MM to add or change the way an existing file works in order for the fans to have greater flexibility in AI modification, which will hopefully result in a smarter AI. My question is, until the patch comes out in a couple of weeks, what do you plan for the consortium to concentrate on? I think until the patch comes out, modders will be hesitant to make any drastic changes. Perhaps we can put together a "Mod Consortium Pack #1" that will combine Mephisto's Mod, the EA, the Darlok, the Sergetti, the Esyk? and the universal fix to the Default_Design which fixes the ECM/Sensor bug which are all mods that DO NOT overwrite any data files (other than my additional formation for the Darlok which I will remove if people want me to) but provide additional AI challenges until the patch comes out. Sorry if I left any other mods out that do not modify the data files. Thoughts. . .
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  #23  
Old January 15th, 2001, 08:06 PM
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Default Re: AI Modding Consortium - Please read

Tampa, that's a good idea.
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  #24  
Old January 15th, 2001, 08:17 PM

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Default Re: AI Modding Consortium - Please read

That is a GREAT idea! I understand that even though I like drastically changing the game with new components, tech, hulls, etc... not everyone likes that, and combining all the racial mods into one file that doesn't modify the basic races is perfect (except for that durn ecm/sensors issue...) for those people.


Derek
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  #25  
Old January 15th, 2001, 08:26 PM
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Default Re: AI Modding Consortium - Please read

That is a good idea, Tampa. It is better to put the stuff together now and see how it works, before more of it comes out (like more races). But DON'T use the current Version of Sergetti. It is a sort of beta (I was trying some things there) and I will post complete Version in a few days.

[This message has been edited by Daynarr (edited 15 January 2001).]
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  #26  
Old January 15th, 2001, 08:28 PM
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Default Re: AI Modding Consortium - Please read

If you guys want to start a centralized place for modifications to the game I would not mind hosting it if you can't find space.

Currently we have fan created fan sites for all of our other games on our website.

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  #27  
Old January 15th, 2001, 10:48 PM
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Default Re: AI Modding Consortium - Please read

He, cool! That's a word!

quote:
Originally posted by Richard:
If you guys want to start a centralized place for modifications to the game I would not mind hosting it if you can't find space.

Currently we have fan created fan sites for all of our other games on our website.




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  #28  
Old January 16th, 2001, 12:04 AM
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Default Re: AI Modding Consortium - Please read

OK, Mephisto and Daynarr if we wait till say the end of the week, will that be enough time for a new Version of your mods or do you want to wait until early next week so you have another weekend to work on them? For the Darlok, I am the process of tweaking the planet_type files I finally got working correctly and revamped the design file (also Nyx and Voidhawk are working on a speech set and shipset for the Darlok, respectively) so I should be ready by the end of the week.
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  #29  
Old January 16th, 2001, 12:24 AM
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Default Re: AI Modding Consortium - Please read

I don't know if I can work on this till next week. But we could put the MOD out with the EA Version 1.6.
Who will make up the final package?
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  #30  
Old January 16th, 2001, 12:30 AM
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Default Re: AI Modding Consortium - Please read

Doesn't matter to me. . .jpinard you out there? I guess my vote would be for jpinard if he wants to or yourself, otherwise I can do it towards the end of the week, but not on weekends (only a 56k connection at home). Probably good to retain a separate readme for each specific race (in the race folder) like we have now and we should make one central readme for installation instructions, give credit to those who made the mods and explain our philosophy of not modifying the data files (yet).
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