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May 24th, 2001, 06:33 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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To Magnum
quote: Hey Suicide Junkie, long time, no see!
Sure has! Where have you been hiding all this time?
When you get a chance, check out my Pirates & Nomads mod. I incorporated a bunch of things we had mentioned over at the old forum.
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May 25th, 2001, 08:36 AM
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Sergeant
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Join Date: May 2001
Location: Great Falls, Montana, US
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Re: To Magnum
Sorry, been busy latly. Preparing to head back to school too so my time has been limited. Not to worry though, still coming here periodically to checkout whats going on. I will definitly give your mode a "test drive". By the way, I've heard somewhere that you don't have to replace all the files within the SE4 directory to play other peoples modes. I guess if I understand correctly that you just change the root directory somehow in the game and it will read other peoples modes instead of backing up you old data and using the new stuff instead. Any idea if this is true and if it is, how ya do it?
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Gryphin-
I started my first game. The Selay Consortium just hosed a colony ship, @#%Q@#R, Then accepted a Trade Treaty.
What is it about Neutrals that shoot first and ask quesitons later?
Atrocities-
Its called Gun Ship Diplomacy. <img border=0 title= alt=[Big Grin] src=biggrin.gif /]
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May 25th, 2001, 04:39 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: To Magnum
That is true.
How it works:
in "c: \games\se4", there is a "path.txt" file.
Normally, it points to "none", so the game uses the datafiles starting from "c: \games\se4\"
components will be read from "c: \games\se4\data\components.txt"
If you add a new directory in se4, say "c: \games\se4\mymod"
then you can set path.txt to "mymod" instead of "none"
now, the components will be read from "c: \games\se4\mymod\data\components.txt"
Any data files that cannot be found in the mod directory will be loaded from the defaults if possible.
------------------------
BTW, are you still interested in making that Trek mod?
[This message has been edited by suicide_junkie (edited 25 May 2001).]
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May 26th, 2001, 01:37 AM
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Sergeant
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Join Date: May 2001
Location: Great Falls, Montana, US
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Re: To Magnum
Ya, I'm still interested in a trek mod, but I think I'm going to wait until this game is fully patched up (LOL, if that is possible) before I release anything. As you know, I'm making my mod based on Star Fleet Battles/Star Fleet Command so it will be somewhat different then other peoples modes (yet some similarities aswell). Anyway, why do you ask? Are you still going to make one too?
P.S. I founds some great Star Trek WAV. files of sounds. I'm seriously thinking of adding them to my mode aswell.
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Gryphin-
I started my first game. The Selay Consortium just hosed a colony ship, @#%Q@#R, Then accepted a Trade Treaty.
What is it about Neutrals that shoot first and ask quesitons later?
Atrocities-
Its called Gun Ship Diplomacy. <img border=0 title= alt=[Big Grin] src=biggrin.gif /]
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May 26th, 2001, 04:16 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: To Magnum
Do you want to work together? I could add support for Orion Pirates, and suggestions as they come up.
I'm not looking to take over or anything, I just need a project to work on
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May 26th, 2001, 07:04 AM
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Sergeant
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Join Date: May 2001
Location: Great Falls, Montana, US
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Re: To Magnum
Sounds good! A good Orion Pirate race would be interesting in this mod. The only thing is that I'm not sure if I can get the time to work on it right now. And with my mode, it could be vastly different than a lot of the features you present in your own mode.
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Gryphin-
I started my first game. The Selay Consortium just hosed a colony ship, @#%Q@#R, Then accepted a Trade Treaty.
What is it about Neutrals that shoot first and ask quesitons later?
Atrocities-
Its called Gun Ship Diplomacy. <img border=0 title= alt=[Big Grin] src=biggrin.gif /]
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May 26th, 2001, 07:10 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: To Magnum
quote: Sounds good! A good Orion Pirate race would be interesting in this mod. The only thing is that I'm not sure if I can get the time to work on it right now. And with my mode, it could be vastly different than a lot of the features you present in your own mode.
Of course, the Pirates aren't gonna be very good AIs, but a race style for humans would be cool.
The differences is the mods don't really matter. I'm not thinking of copying bits of code into yours, I'd just create new Piratey stuff based on the existing components
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