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July 23rd, 2006, 11:19 AM
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Sergeant
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Join Date: Jun 2005
Posts: 312
Thanks: 5
Thanked 8 Times in 7 Posts
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Re: Carrier Battles Mod
Played CB for the first time over the last few days. To avoid the errors that dumbluck and others mention you have to delete the AI files in \pictures\races. There is also a bug in the Troop Logo component. It has 0 structure and the AI WILL design a troop that has Troop Logo, Laser Rifle, Laser Rifle, Laser Pistol. Since all of these components have 0 structure the AI can build a Troop with 0 hit points. Naturally when this troop gets used you get DIVIDE BY ZERO errors and the game crashes. Edit Components to give Troop Logo 50 structure as a work around.
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July 23rd, 2006, 11:21 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
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Re: Carrier Battles Mod
Odd, I was sure I'd fixed the rebels already.
See attachment for update to the CB1.6+Atro files
SCJazz:
You should have realized that was the wrong way to do it when the AIs started making illegal designs instead of just making an empire that was missing a non-critical racial trait.
The fix is simply to change the "Hardy Industrialists" call in AI_General to "Natural Builders"
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July 23rd, 2006, 11:32 AM
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Sergeant
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Join Date: Jun 2005
Posts: 312
Thanks: 5
Thanked 8 Times in 7 Posts
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Re: Carrier Battles Mod
Just call me impatient! Wasn't sure what was hosing it up easier to just blow the whole thing away and force Neutral. By the way...
OMIGOD U R FRICKIN AWESOME!!! 6 years of playing and this CB thing is GREAT! Totally different. Challenging. At times seriously ticking me off. I'm on turn 114 of a 7 player slugfest and at work now and all I can think of is getting back to the game!
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July 23rd, 2006, 11:44 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
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Re: Carrier Battles Mod
Thanks
Are you playing against coworkers? That would be sweet, just try not to glass your boss' homeworld
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July 23rd, 2006, 11:56 AM
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Sergeant
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Join Date: Jun 2005
Posts: 312
Thanks: 5
Thanked 8 Times in 7 Posts
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Re: Carrier Battles Mod
I wish I were playing. I'm monitoring Pfizer's Global Data Centers right now. Which on a Sunday means I'm waiting for something to break and otherwise I'm bored and reading forums. Only 8 hours left until I can start playing again.
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July 23rd, 2006, 12:08 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
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Re: Carrier Battles Mod
SE4 fits on a CD-RW, and even USB keys these days
Works best if you have a dual monitor setup, so SE4 takes up the primary, and you can put all your status monitor stuff up on the secondary to glance at as you go.
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July 24th, 2006, 11:41 AM
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Captain
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Join Date: Jun 2002
Location: Texas, yall
Posts: 956
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Re: Carrier Battles Mod
Well, I tried auto-combat, which seems to work best for me. Now if I can just figure out the strategies.
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July 26th, 2006, 05:44 PM
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Sergeant
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Join Date: Jun 2005
Posts: 312
Thanks: 5
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Re: Carrier Battles Mod
Suicide,
After about 30 minutes of tweaking this that and the other thing I got CB 1.6 working with AIs. However I'm not entirely certain that I have everything setup the way you would. In one of the 1.6 downloads I found 8 AI races. In another 1.6 download I found like 17 races (TDM + extras). At the risk of sounding ungracious would it be possible for you to release a 1.7 version with instructions on things like empty out the AI directory?
Setting up your mod required...
1) Install and update to version 1.94 of a clean SEIV
2) Install of ImageMod
3) Overlay of SB 1.6
4) Removal of extra Races in /Pictures/Races after I noticed that not all were included in 1.6.
5) Re-Install of ImageMod because I thought that would help fix an error referencing /Pictures/Combat
6) A bit more tweaking that I don't quite remember right now.
7) Another overlay of SB 1.6 /Pictures/Races
Was ALL of this necessary? Probably not...
Would it work flawlessly if I just installed ImageMod on a fresh 1.94 installation and dropped your 1.6 zip in? No certainly not.
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July 26th, 2006, 06:12 PM
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Lieutenant General
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Join Date: Dec 2000
Location: california
Posts: 2,961
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Re: Carrier Battles Mod
actually, yes. yes it should, and it does for me.
I'm running a clean copy of the latest version of the game. I have the image mod installed directly on top of SE4 (as its non-destructive and does not hamper stock game play). Then I have CB installed into a specific mod directory, and I use the Mod Launcher to call it.
so, essentially:
- clean, latest, se4 install
- image pack
- mod
not sure what youre doing wrong. try again slowly and carefully.
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...the green, sticky spawn of the stars
(with apologies to H.P.L.)
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July 26th, 2006, 06:23 PM
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Sergeant
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Join Date: Jun 2005
Posts: 312
Thanks: 5
Thanked 8 Times in 7 Posts
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Re: Carrier Battles Mod
what I'm doing wrong is not using Mod Launcher cuz I'm just getting into this whole Mod thing and haven't downloaded it yet.
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