|
|
|
|
|
November 7th, 2001, 12:41 PM
|
|
Colonel
|
|
Join Date: Jan 2001
Posts: 1,661
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: TDM-ModPack 2.00 BETA
One more observation: several races (e.g. Narn, Atraikan) have an empty research project line due to 50% (Narn) or even 100% (Atraikan) Tech Area Min Percent and therefore lose research points!
Thank you Atrocities for the tip how to fix the filler tech problem, but that is very easy to do: just delete the filler tech projects in the research files (2 each for the Klingons and Romulans).
As far as I see there was no major modifications for the CueCappa and Phong. So if you are interested in my AI for these two races, that are posted in the Mod section some months ago, feel free to use them. They are compatible with Version 1.49 as far as I tested it.
|
November 7th, 2001, 01:09 PM
|
Corporal
|
|
Join Date: Jul 2001
Location: Wiesbaden, Germany
Posts: 105
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: TDM-ModPack 2.00 BETA
Mephisto:
Is the changed ModPack Online again? What about the Filler Tech - is it included now?
Gorgo
|
November 7th, 2001, 01:37 PM
|
Second Lieutenant
|
|
Join Date: Mar 2001
Location: Elk River, MN, USA
Posts: 472
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: TDM-ModPack 2.00 BETA
Q - Atraikians aren't part of the modpack. They are currently undergoing a major rework including the ship pictures since htose were just my initial pictures for a BFG Chaos race in a different color. It's going to be a while before they are done. The Zorians have the same 100% problem, but all I have left on them right now is re-rendering the bases, weapon platforms, troops, and the med./lrg transport. I'm hopeing they will be done by monday, followed by the Kzinti (using SFB ships from Ghosts Shipyards), Chaos, and Gorn (again ships from Ghosts shipyards).
|
November 7th, 2001, 01:55 PM
|
|
Brigadier General
|
|
Join Date: Sep 2000
Location: Frankfurt, Germany
Posts: 1,994
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: TDM-ModPack 2.00 BETA
quote: Originally posted by Gorgo:
Is the changed ModPack Online again? What about the Filler Tech - is it included now?
Its Online, just click the old link. The filler tech is not included (no need for it any more since MM fixed the research queue bug) but the lines that caused the errors where erased.
__________________
For, in the final analysis, our most basic common link is that we all inhabit this small planet. We all breathe the same air. We all cherish our children's futures. And we are all mortal. - JFK
|
November 7th, 2001, 01:58 PM
|
|
Brigadier General
|
|
Join Date: Sep 2000
Location: Frankfurt, Germany
Posts: 1,994
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: TDM-ModPack 2.00 BETA
quote: Originally posted by Q:
One more observation: several races (e.g. Narn, Atraikan) have an empty research project line due to 50% (Narn) or even 100% (Atraikan) Tech Area Min Percent and therefore lose research points!
The Narn should not have an empty research queue. Note that the AI will fill the research queue (in fact all queues) at the end of the turn so you don't always see what the Ai is doing until you get the log report in the next turn. In which cases do the Narn have an empty research queue?
__________________
For, in the final analysis, our most basic common link is that we all inhabit this small planet. We all breathe the same air. We all cherish our children's futures. And we are all mortal. - JFK
|
November 7th, 2001, 04:42 PM
|
Private
|
|
Join Date: Nov 2001
Location: England
Posts: 15
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: TDM-ModPack 2.00 BETA
Tampa_Gamer and Mephisto
Many thanks for the advice. Installed SEIV Version 1.01)Last night, did the tutorial and is well impressed.
Tampa_Gamer, I will follow your lead and get the hang of this before I download the 1.49 patch and the Mods - look forward to having some meaningful input on future threads
All the best
__________________
sodomis non sapiens
|
November 7th, 2001, 05:47 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: TDM-ModPack 2.00 BETA
quote: I think that Piundon have problems with colony ships as well. The colony ship has only 3 engines and supply storage. The resulting supply is exactly the same as with standard 5-engine ships - 2K, so Piundon ships have _exactly the same range_ but move twice slower ! I understand that Tampa-Gamer have tried to create a long-range colony ship, but it does not work with supply storage I. To get better range, cargo bays but not engines should be replaced with supply.
I feel I should point out here that swapping engines for Supply Storage Is will increase your range dramatically.
In this case, 5 engines, and 2500 supplies is normal:
2500 / (5*10) = 50 squares range
3 engines, and 2500 supplies:
2500 / (3*10) = 83 range @ speed 3
By reducing your speed to 3, you get 66% more range.
Note: upgrading engines from Ion to Quantums will have no effect on your range, just your speed. You run out of fuel in the same starsystem, but you get to that starsystem faster.
__________________
Things you want:
|
November 7th, 2001, 06:15 PM
|
|
Captain
|
|
Join Date: May 2000
Location: Tampa, FL USA
Posts: 862
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: TDM-ModPack 2.00 BETA
quote: Originally posted by suicide_junkie:
I feel I should point out here that swapping engines for Supply Storage Is will increase your range dramatically.
In this case, 5 engines, and 2500 supplies is normal:
2500 / (5*10) = 50 squares range
3 engines, and 2500 supplies:
2500 / (3*10) = 83 range @ speed 3
By reducing your speed to 3, you get 66% more range.
Note: upgrading engines from Ion to Quantums will have no effect on your range, just your speed. You run out of fuel in the same starsystem, but you get to that starsystem faster.
Hmm.. Thanks suicide, I don't have my notes with me, but I thought I went through some sort of comparison when I was first doing that.
__________________
No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country.
-General George S. Patton
|
November 7th, 2001, 06:24 PM
|
|
General
|
|
Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
Thanks: 13
Thanked 9 Times in 8 Posts
|
|
Re: TDM-ModPack 2.00 BETA
quote: Tampa_Gamer, I will follow your lead and get the hang of this before I download the 1.49 patch and the Mods
Just to clarify, Khanuk, you should not hold off on getting the 1.49 patch. It fixes a large number of bugs that have been discovered since the game was first released.
------------------
Cap'n Q
My first SE IV mod! Hypermaze quadrant
The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"
__________________
Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
|
November 7th, 2001, 06:42 PM
|
|
Lieutenant General
|
|
Join Date: Dec 2000
Posts: 2,555
Thanks: 5
Thanked 3 Times in 3 Posts
|
|
Re: TDM-ModPack 2.00 BETA
Ok guys; I would like some critics on Sergetti, Xi'Chung and Norak. Currently I don't have much time to play test them, so some players observations would be more then welcome (and it would speed up the improvement of these races).
Ok, you can start shooting.
[runs for cover]
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|