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  #1  
Old March 15th, 2002, 10:53 AM
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Default mod compatibility?

The EyeCandyMod.zip defaults to the normal game. I want those 55 extra events, but can I also use the DeathStalkerQuadMod.zip for the same game.

What it all boils down too. I want those 55 events, and I want to use some of those cool quad types. Can I have my cake and eat it too? Or do I have to just settle for looking at it.

Wouldn't it be cool if everyhting just all worked together, one big eccentric happy family. Why can't they just all get along?
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  #2  
Old March 15th, 2002, 12:22 PM
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Default Re: mod compatibility?

quote:
Originally posted by tnarg:
The EyeCandyMod.zip defaults to the normal game. I want those 55 extra events, but can I also use the DeathStalkerQuadMod.zip for the same game.

What it all boils down too. I want those 55 events, and I want to use some of those cool quad types. Can I have my cake and eat it too? Or do I have to just settle for looking at it.

Wouldn't it be cool if everyhting just all worked together, one big eccentric happy family. Why can't they just all get along?



You can mix and match up to a point - depends on the mods involved. For example I am using TDM 3 as the base, to which I added those eye candy events and some the other files, plus the Mounts Mod, plus the Culture modifier balance mod, plus a couple of other things.

TDM doesn't change the DATA files so it's easy to add in some more mods. However some of the other mods change stuff in components and/or other files so those would be more tricky to do.

[ 15 March 2002: Message edited by: Resident Alien 2 ]

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Old March 15th, 2002, 03:22 PM
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Default Re: mod compatibility?

tnarg - as resident alien 2 explained, it boils down to what files each mod uses to implement the changes. This is somewhat tricky to determine, as some mods will include the entire SE4\Data directory in their mod, and you cannot really see whether or not they changed anything unless you compare file dates. The concept is explained in more detail in a two part article which begins here:

http://www.cgOnline.com/tips/spaceempir-04-t1.html

I know as far as our TDM-ModPack is concerned, we modify the "Formations.txt" file (we added a ton more formations) and make a slight tweak to the "Settings.txt" file (essentially increasing the default number of ships/units allowed). That is it. When combining with other mods (such as component or tech tree mods) in a lot of cases the AI will not use the new techs or components unless they are specifically modded for that data mod, so this will give the human players an unfair advantage.

Hope this helps
-TG
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Old March 15th, 2002, 03:30 PM
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Default Re: mod compatibility?

The events files in the eyecandy mod will work with all the mods as far as I know you just have to install it after you install the mod you want.
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Old March 15th, 2002, 05:21 PM
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Default Re: mod compatibility?

Tnarg,

Yep, the QuadMod is fully compatable with the Modpack (TDM), just unzip it into an empty folder. Rename the "QuadrantTypes.txt" and "SystemNames.txt" (add the 'old' or 'original' prefix to them or somesuch) and copy the two text files named above into your TDM-Modpack/Data folder. You may also want to Open/Edit the 'Settings.txt' to alter the Max Number of Systems line to bump the # to 150 or 200 to make the 'Maze' type maps really maze-like . The only files that are really changed in the QuadMod are the QuadrantTypes.txt, the SystemNames.txt(though you can use any old SystemNames.txt, I just have mine full of names I thought were 'cool' IMO). All the old system types are already included in the QuadMod so you won't be losing anything that was not already there.

For added fun the MountMod is fully compatable with the TDM as well, just rename your 'CompEnhancement.txt' file and subb in that same file from the MountMod into the TDM-Modpack/Data folder and volia! Instant new mounts (The AI will use most of them as well, prepare for Destroyers that have ER weapons, Cruisers that have Pulse Meason BLasters!!)

Need any more help, I (Or someone else) will be more than happy to oblige......have fun
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  #6  
Old March 17th, 2002, 03:41 AM
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Default Re: mod compatibility?

quote:
Rename the "QuadrantTypes.txt" and "SystemNames.txt" (add the 'old' or 'original' prefix to them or somesuch)
I like to use a '0' suffix, e.g. Quadrant0.txt . That way the original and modded files stay together in the listings.
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Old March 17th, 2002, 07:26 PM

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Default Re: mod compatibility?

How do 'standard' AIs perform in something like the Devnull Mod? Can TDM races compete a bit in something like that or are the changes so global so as to render those races impotent?

Has anyone tried adding any TDM level AIs to Devnull?

Thanx,
Talenn
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  #8  
Old March 17th, 2002, 10:41 PM
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Default Re: mod compatibility?

quote:
Has anyone tried adding any TDM level AIs to Devnull?
No, but I put some TDM AIs into a "P&N v2.5, PBW" game, and they were doing quite well, despite some of the crazy changes, such as pop modifiers that start at -98% to production on colonies.

I wasn't playing a particularily agressive game, trying to stay under the MEE point, but when I declared war on one of the TDM AIs for intruding on my space, they suddenly burst into first place, with double the shipcount, and triple the military tonnage.
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