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March 19th, 2002, 04:11 AM
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Sergeant
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Join Date: Mar 2002
Location: Milwaukie-Home of the Norwegian World Domination Party
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You know what would be GREAT!
For all of us entry level chaps! I admit that in the Last few days I have learned alot about modifing files and adding mods (from ohters on this forum), but there never is the golden fix all(or one that I can understand for that matter).
What would be great is if someone that is talented in this area to compile one mod, that includes all of mods that actually work with one another. This way all of us that would love to play that one great game with all the cool races, and their intelligent AI, system names, proportions, culture balances, mounts, quad types, and events could finally play without pulling our hair and being envious of all that can make this magic happen.
Simple, Just create the cure all mod that has everything from the extra's folder on the disk (that work together) compile them and make it so that all of us can download it, not have to adjsut anything major and play and be content for the next few weeks.
All who agree say, "Yeah".
"Yeah"
Thankyou ever so much for the genius that can do this. I know he/she is out there. Please help us.
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March 19th, 2002, 05:21 AM
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Major
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Join Date: Oct 2000
Location: New York, NY
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Re: You know what would be GREAT!
That would be stinkin' cool, but very time consuming with the modding tools we have now. It would certainly be feasible if someone were to make a modding tool for that specific purpose (combining mods) which is entirely possible.
With the current modding tools or even just plain notepad it would be a huge hastle.
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March 19th, 2002, 05:39 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: You know what would be GREAT!
I have to disagree with Urendi:
The main difficulty is that many of the mods are mutually incompatible.
Technologies often come into direct conflict, and both cannot be included.
Something like the sci-fi crossover would be the best you can do; all the mods jammed into one set of files, but forcing players to choose one mod per race.
If you try to include, for example, both QNP and regular propulsion in one race, your mod will not make sense, and the QNP will be ignored in favor of the more powerful regular propulsion.
Everybody has thier own vision of what the future should be like, and mods thier game appropriately.
With that in mind, the best thing to do is to make your own mod. If not that, then cut-paste-and-tweak will do reasonably well.
The Ultimate Mod (adjective, not noun), is intensely personal, with a hundred thousand facets, one for each mood of every player.
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March 19th, 2002, 05:44 AM
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Sergeant
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Join Date: Mar 2002
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Re: You know what would be GREAT!
Why couldn't they just have made a an option in the game to use mods. I mean It's great that they included all of those extras on the cd, but not everyone is a computer programer/support guru.
I can rember when Civ II came out on Gold, they had everything ready to go. You just clicked on the icon, and bam, there was game that had all the modifications ready to go.
Granted that this is not for everyone, everybody likes a little bit of this and a little of that, but man I just want one mod that has all the compatible mods ready to work with one another and fire up.
The option to tweak and adjust would be a bonus, but for now I just want mods that work and require no technical manual to integrate.
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March 19th, 2002, 06:06 AM
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Shrapnel Fanatic
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Re: You know what would be GREAT!
Matryx's Mod Picker will do as much as is possible by a non-human.
All you have to do for that is install all the mods you want, and run the picker. The most technical install is running winzip, and extracting to the SE4 directory. Some may be simpler than that, with a self-installer program.
quote: but man I just want one mod that has all the compatible mods ready to work with one another and fire up
What I am trying to say is:
1) Most mods pairs are not easy to combine, but can be done by a dedicated modder with major tweaks and rebalancing of all components.
2) Some mods pairs are impossible to truly combine.
A few mod combinations can be easily combined, but ALL mods together certainly falls into Category #2.
The TDM-Modpack is one of the only major mods that is compatible with a majority of mods via a simple process.
To combine TDM and Pirates & Nomads, for example:
- install P&N
- copy TDM's AI files (99% of the mod) into the P&N races folder
- run the AIPatcher v2, and click the patch button for each TDM race.
- play P&N+TDM
- Build an Empire for the AIs to stomp all over
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March 19th, 2002, 09:11 PM
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Major
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Re: You know what would be GREAT!
While compiling the mods would take a ton of time, the most time-consuming part would be balancing them. But it still is possible.
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March 19th, 2002, 09:26 PM
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Shrapnel Fanatic
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Re: You know what would be GREAT!
How, for example might you go merging emergency propulsion units with limited-supply bases (bases become "ships" with zero max engines), and still not allow bases to move?
A theoretically possible one; how would you merge Quasi-Newtonian propulsion with Classic SE4's movement system? Such that a single race could profitably use both? And not destroy the original intent of QNP?
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March 20th, 2002, 01:19 AM
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General
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Join Date: Feb 2001
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Re: You know what would be GREAT!
My Hypermaze mod can be installed into any mod that doesn't change QuadrantTypes.txt and SystemTypes.txt
For mods that do change those files, such as DeathstalkersQuadMod, you'd have to copy & paste the Hypermaze parts into the mod.
[ 19 March 2002: Message edited by: capnq ]
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