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  #51  
Old August 3rd, 2004, 09:40 PM
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Default Re: Ultimate Strategies Mod - Suggestions Wanted!

Weaponless ships never start in formation. They get scattered around in the back, in random locations.
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  #52  
Old August 4th, 2004, 03:20 PM

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Default Re: Ultimate Strategies Mod - Suggestions Wanted!

Quote:
Originally posted by Imperator Fyron:
It only works for new games. However, it should not have done that for the strategies file... did you place the Formations.txt file in there as well?


SE4 only reads the DefaultStrategies File at the onset of a new game - otherwise it will have no effect.
However, other USM data files will break a multiplayer game with file match error.

- - -

As far as the Formations File and MOST USM DATA files - this *may* be too intrusive when overwritten to another MODS AI.
Moreover, perhaps conflict with most Components and Facilities that will break many MODs outright.

Regarding AI : As long as that AI Player has the Formation that it requires and is unaltered
In most MODS as with se4, the AI will rarely have more then 40 ships in the few Fleets it boasts - Human Players will enjoy a significant advantage with an extremely large and organized fleet.

Also to add that Fyrons Formations is a huge improvement for our Multiplayer games

[ August 04, 2004, 14:48: Message edited by: JLS ]
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  #53  
Old August 4th, 2004, 03:29 PM

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Default Re: Ultimate Strategies Mod - Suggestions Wanted!

Quote:
Originally posted by Imperator Fyron:
Weaponless ships never start in formation. They get scattered around in the back, in random locations.
Not if you give them the RAM strat
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  #54  
Old August 4th, 2004, 04:03 PM
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Default Re: Ultimate Strategies Mod - Suggestions Wanted!

Quote:
Originally posted by JLS:
quote:
Originally posted by Imperator Fyron:
Weaponless ships never start in formation. They get scattered around in the back, in random locations.
Not if you give them the RAM strat
Well I was refering to non-combatants, but yes, that is true.

Quote:
However, other USM data files will break a multiplayer game with file match error.
The only actual USM data file that will break mods is Formations.txt. Several eye candy files (e.g: EmpireNames.txt) are modified, which do not affect savegames at all.

Quote:
As far as the Formations File and MOST USM DATA files - this *may* be too intrusive when overwritten to another MODS AI.
Moreover, perhaps conflict with most Components and Facilities that will break many MODs outright.
Such files are from stock SE4, and are not meant to be inserted into other mods... only DefaultStrategies.txt and Formations.txt are, plus possibly the eye candy files.
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  #55  
Old August 4th, 2004, 05:03 PM

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Default Re: Ultimate Strategies Mod - Suggestions Wanted!

Primitive all the formations i created is based on the reverse order... but they were squashed due to this reason
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  #56  
Old August 5th, 2004, 02:19 AM

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Default Re: Ultimate Strategies Mod - Suggestions Wanted!

Suggestion:
Your Adamant Happiness file is awesome - this is well thought out and would be a fine addition to USM.
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  #57  
Old August 5th, 2004, 02:50 AM

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Default Re: Ultimate Strategies Mod - Suggestions Wanted!

Quote:
Originally posted by JLS:
However, other USM data files will break a multiplayer game with file match error.
Quote:
Origin reply posted by Imperator Fyron:
The only actual USM data file that will break mods is Formations.txt. Several eye candy files (e.g: EmpireNames.txt) are modified, which do not affect savegames at all.

= = =
ModName:- Ultimate Strategies Mod
Version:- 1.01.00

= = =

Immediate failure of Host MOD and a save from USM File install. This failure to Host MOD from USM would continue even when starting a new game:

CompEnhancement
VehicleSize
TechArea
Facility
Settings
Components
"Formations" - (Exception: Fine for MODs or se4 new game starts and if that MODS AI formation call can be satisfied with USM)
- - - - - -

Potential for Critical error and se4 lockups and with probable lost and irretrievable SAVED games - perhaps as much as 2.9 game years after the file USM was installed to another MOD:

IntelProjects (very low potential)
Events (high potential)

“Eye Candy” (if used) will infact INCREASE the above risk - even when installed to stock se4 saved games
- - - - - -

Will intrude on Host MOD when new game is started and may/will break MODs with USM files
RacialTraits
QuadrantTypes
SystemTypes
SectType
PlanetSize
Cultures
StellarAbilityTypes

[ August 05, 2004, 03:48: Message edited by: JLS ]
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  #58  
Old August 5th, 2004, 05:20 AM
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Default Re: Ultimate Strategies Mod - Suggestions Wanted!

Quote:
Originally posted by JLS:
Suggestion:
Your Adamant Happiness file is awesome - this is well thought out and would be a fine addition to USM.
Indeed it would. So would many other modifications out there. However, it would be beyond the scope of the mod. The mod's purpose is to add new strategies and formations. Anything else is fluff. The custom eye candy files are fluff, but they do not affect gameplay in any way, so they made the cut.

Quote:
“Eye Candy” (if used) will infact INCREASE the above risk - even when installed to stock se4 saved games [Frown]
Depends on what you call eye candy... Generally, eye candy refers to things that will _not_ affect gameplay at all. Unfortunatley, SE4 does not treat things such as component descriptions as eye candy, but instead as hard data.

The files you listed are actually all of those that are _not_ eye candy files. I was not refering to the Eye Candy Mod by Dracus, which mods more than just "eye candy"... "Eye candy" files are those which have no actual affect on gameplay, but instead just provide different/more names for various objects. They are just lists of names. The following files are safe to put into any mod, and will not cause any problems, as they are only ever read when a game is started, _never_ during a game (and they are all modded in USM):

DefaultColonyTypes.txt
DefaultDesignTypes.txt
Demeanors.txt
EmperorNames.txt
EmperorTitles.txt
EmpireNames.txt
EmpireTypes.txt
SystemNames.txt

Not eye candy, but still only read when game is started (most not modded in USM, however), so should be safe to insert into a mod:

DefaultStrategies.txt (is modded in USM)
QuadrantTypes.txt (not modded)
RepairPriorities.txt (is modded)
StellarAbilityTypes.txt (not modded)
SystemTypes.txt (not modded)

The two actual USM data files are Formations.txt and DefaultStrategies.txt. I threw in a bunch of my custom eye candy files just for fun. They can not affect multiplayer savegame compatibility. Any other data files that differ from the stock data files are outdated 1.84 Versions of the files, as I have not yet updated the mod since SE4 1.91 was released.

[ August 05, 2004, 04:29: Message edited by: Imperator Fyron ]
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  #59  
Old August 5th, 2004, 08:22 PM

JLS JLS is offline
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Default Re: Ultimate Strategies Mod - Suggestions Wanted!

Understood, I was under the impression you were going to use the Events File from {Eye Candy v2.0} by Dracus.
Agreed then - USM is safe for an se4 install for new games only

However, USM would be dangerous to other MODs as per my earlier post. I would like to add the USM specific files that would not break AI Campaign MOD to the AIC Extra Folder as a zip option - so AIC players may enjoy your fine work And without the possible USM install errors.

= = =

Quote:
Not eye candy, but still only read when game is started (most not modded in USM, however), so should be safe to insert into a mod:

QuadrantTypes.txt (not modded)
RepairPriorities.txt (is modded)
StellarAbilityTypes.txt (not modded)
SystemTypes.txt (not modded)
NOTE: These files will not break another MOD; however, will very much intrude on the Hosts MOD with an overwrite change in DATA; moreover, goes way beyond the "scope" that you refered to.
Also to mention (USM RepairPriorities.txt) may not be in the AI Players best interests.

[ August 05, 2004, 20:09: Message edited by: JLS ]
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Optimized for[i] Solitaire Play!
With or without all Warp points, Finite resources, same starts and Simultaneous movement


~~~ CLICK ON &gt;&gt;&gt; (((&gt; <font color="green"> AI CAMPAIGN v4.191 </font> &lt)) &lt;&lt;&lt; To Get ~~~
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  #60  
Old August 5th, 2004, 09:15 PM
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Fyron Fyron is offline
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Default Re: Ultimate Strategies Mod - Suggestions Wanted!

Quote:
Originally posted by JLS:
However, USM would be dangerous to other MODs as per my earlier post.
Only if using the unmodded files in USM...

Quote:
I would like to add the USM specific files that would not break AI Campaign MOD to the AIC Extra Folder as a zip option - so AIC players may enjoy your fine work And without the possible USM install errors.
Why not just build it in directly? The couple of extra formations in AIC can be added to the USM file. The only change to the stock strategies is that ships always break formation with USM strategies, which is better than staying in formation and losing dozens of chances to fire at the enemy.

Quote:
moreover, goes way beyond the "scope" that you refered to.
Which is why I did not mod them... except for RepairPriorities.txt, which technically is a strategy...

Quote:
Also to mention (USM RepairPriorities.txt) may not be in the AI Players best interests.
Yes it is. The only change is that construction components are repaired first, so that repairs happen faster overall. Everything else is in the stock order. How does this not help the AI?
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