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  #41  
Old February 11th, 2003, 11:56 PM
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Default Re: TDM-ModPack 3.30 BETA

Hi orev_saara:

Just to expand/clarify on Mephisto's permission, we state in the readme.txt that “The TDM-ModPack may be freely distributed as long as no files are modified, added or deleted.” Generally, we are OK with people making modifications that are necessary for the AI to cope with data modifications the mod creator has made. However, what we are NOT OK with is people taking the AI text files, basically slapping a new name on them, changing a couple of lines, then passing it off as their unique race with only a passing reference to the original AI creator. Some of the AI modders may be OK with that, but you would have to contact them individually to talk to them (most of them list their e-mail addressess in the specific readme.txt for their race)

Obviously, none of this is enforceable - but is rather just good form and respect to the time and effort made by the original AI modders.

Thanks
-TG
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  #42  
Old February 12th, 2003, 05:52 AM
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Default Re: TDM-ModPack 3.30 BETA

Quote:
However, what we are NOT OK with is people taking the AI text files, basically slapping a new name on them, changing a couple of lines, then passing it off as their unique race with only a passing reference to the original AI creator.
I'm not sure if I did that right, that's my first attempt to actually quote directly. To the point, I certainly don't intend to pretend that I did this stuff myself. Mostly, I'll just need to adjust tech trees, and change a couple of design choices to fit with those changes. Would that be Kosher?

Mephisto, the address I tried was in the 3.2 TDM, and I've realized that it was just out of date. My mistake.
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  #43  
Old February 12th, 2003, 03:13 PM
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Default Re: TDM-ModPack 3.30 BETA

Quote:
Originally posted by orev_saara:
Mostly, I'll just need to adjust tech trees, and change a couple of design choices to fit with those changes. Would that be Kosher?
Yes, I think that would fall in the first Category that I described.

-TG

[ February 12, 2003, 13:13: Message edited by: Tampa_Gamer ]
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  #44  
Old February 13th, 2003, 04:20 PM
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Default Re: TDM-ModPack 3.30 BETA

Now that the new mod and new patch have come out, what do I need to do to add a new race to the mod? What AI changes would need to be done to make the empire compatable?
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  #45  
Old February 14th, 2003, 01:54 AM
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Default Re: TDM-ModPack 3.30 BETA

Quote:
Originally posted by gregebowman:
Now that the new mod and new patch have come out, what do I need to do to add a new race to the mod? What AI changes would need to be done to make the empire compatable?
All gold races are still valid and need to be placed in the Mod\pictures\races folder.
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  #46  
Old March 7th, 2003, 02:51 AM
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Default Re: TDM-ModPack 3.30 BETA

Hey, the latest TDM Version of the EEE has a design flaw. The Light Cruiser Rock Colonizer will add 2 Self Destruct Devices.

edit: Don't get me wrong, I love the TDM modpack and I don't want to come across the wrong way.

Slick.

[ March 07, 2003, 08:09: Message edited by: Slick ]
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  #47  
Old March 7th, 2003, 11:42 AM

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Default Re: TDM-ModPack 3.30 BETA

Quote:
Originally posted by Slick:
Hey, the latest TDM Version of the EEE has a design flaw. The Light Cruiser Rock Colonizer will add 2 Self Destruct Devices.

edit: Don't get me wrong, I love the TDM modpack and I don't want to come across the wrong way.

Slick.
Hi Slick.
Yeah, you're right. Each EEE colonizer equipped with a quantum reactor comes with two SDDs. I know it's a flaw but it's intentional. The Last patch introducing the hardcoced MC (grumble) raised the resources to be spent for colonizers drastically. Colonizers using a light cruiser hull get very expensive with a MC (grumble, grumble), that means more time is needed for construction leading to a lower expansion rate. (at this point usually I'm getting really annoyed...)
A MC III of 20 kt replacing Bridge, LS and CQ and makes 10 kt space available. Knowing that the AI will fill up free space of a design with the majority component ability I used the SDD (the most expensive - but still useful - 10 kt component) for that. So, the QR-colonizers will get even more expensive, as expensive as possible. I know, it's plain stupid in terms of efficiency but that's the way I'm ticking...

Thanks for your feedback. It is very much appreciated. It is so tedious checking and double checking my AIs again and again to get rid of as many flaws as possible and never completely succeeding. That is when feedback comes into play, unfortunately it is a rare gift...
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  #48  
Old March 7th, 2003, 05:33 PM
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Default Re: TDM-ModPack 3.30 BETA

Quote:
Originally posted by Rexxx:
quote:
Originally posted by Slick:
Hey, the latest TDM Version of the EEE has a design flaw. The Light Cruiser Rock Colonizer will add 2 Self Destruct Devices.

edit: Don't get me wrong, I love the TDM modpack and I don't want to come across the wrong way.

Slick.
Hi Slick.
Yeah, you're right. Each EEE colonizer equipped with a quantum reactor comes with two SDDs. I know it's a flaw but it's intentional. The Last patch introducing the hardcoced MC (grumble) raised the resources to be spent for colonizers drastically. Colonizers using a light cruiser hull get very expensive with a MC (grumble, grumble), that means more time is needed for construction leading to a lower expansion rate. (at this point usually I'm getting really annoyed...)
A MC III of 20 kt replacing Bridge, LS and CQ and makes 10 kt space available. Knowing that the AI will fill up free space of a design with the majority component ability I used the SDD (the most expensive - but still useful - 10 kt component) for that. So, the QR-colonizers will get even more expensive, as expensive as possible. I know, it's plain stupid in terms of efficiency but that's the way I'm ticking...

Thanks for your feedback. It is very much appreciated. It is so tedious checking and double checking my AIs again and again to get rid of as many flaws as possible and never completely succeeding. That is when feedback comes into play, unfortunately it is a rare gift...

Ah. Not being a modder, it wasn't obvious to me. Looked like a minor problem. When I saw the 2nd design with 2 SDD's, I thought I should mention it here. Maybe the next patch will address this.

Slick.
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  #49  
Old March 7th, 2003, 06:34 PM

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Default Re: TDM-ModPack 3.30 BETA

Quote:
Originally posted by Slick:
When I saw the 2nd design with 2 SDD's, I thought I should mention it here.
Slick.
That's exactly what I appreciate. Any kind of feedback is helpful. I think that is true for every modder.
It's not only that two pair of eyes are better than one but hearing about other opinions about my AIs always help. How should I know about my blind spots if nobody mention them.
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  #50  
Old March 9th, 2003, 09:20 AM
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Default Re: TDM-ModPack 3.30 BETA

Ok, now I found a TDM Klingon Drednought with 2 Master Computers. Is this by design as well? Sure makes the ship expensive.

Slick.

[ March 09, 2003, 07:21: Message edited by: Slick ]
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