|
|
|
 |

October 14th, 2002, 12:10 AM
|
First Lieutenant
|
|
Join Date: Sep 2002
Location: Cannes, France
Posts: 698
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
DevnullModGold pb...
I installed the mod, it seems to work fine... for provided races ! Seems that old .emp files don't work... I supposed it's normal
More serious problem: the mod i've been working on, when I tried to play with it (waiting to be selected randomly as an AI race, and then set as "player race") only give me a "you loose" message at first turn !!!
already experienced that pb ?
|

October 14th, 2002, 12:17 AM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: DevnullModGold pb...
"(waiting to be selected randomly as an AI race, and then set as "player race")"
You can't do that. If there isn't at least one human-controled race, the game ends. What you need to do is add a race, set it to human control. Then start the game, and go to the players menu. That will let you change any race from human to computer control, and vice versa. Set your original race to computer controled and the one you want to play to human controled.
Phoenix-D
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|

October 14th, 2002, 12:27 AM
|
 |
Brigadier General
|
|
Join Date: Jul 2001
Location: Kiel, Germany
Posts: 1,896
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: DevnullModGold pb...
Quote:
Originally posted by trooper:
I installed the mod, it seems to work fine... for provided races ! Seems that old .emp files don't work... I supposed it's normal... [snip]
|
Yes, that is normal. .emps from the stock game or other mods do not work with Devnull Mod. You need to make new .emps using Devnull Mod.
Rollo
|

October 14th, 2002, 08:31 AM
|
First Lieutenant
|
|
Join Date: Sep 2002
Location: Cannes, France
Posts: 698
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: DevnullModGold pb...
That's what I did... (unable to start the game if you don't choose a player race in any case).
Quote:
Originally posted by Phoenix-D:
[QB
What you need to do is add a race, set it to human control. Then start the game, and go to the players menu. That will let you change any race from human to computer control, and vice versa. Set your original race to computer controled and the one you want to play to human controled.
Phoenix-D[/QB]
|
|

October 14th, 2002, 08:40 AM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: DevnullModGold pb...
Are you sure you didn't accidently set all the races to computer control?
Phoenix-D
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|

October 14th, 2002, 10:50 AM
|
First Lieutenant
|
|
Join Date: Sep 2002
Location: Cannes, France
Posts: 698
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: DevnullModGold pb...
That's ok now... My race atmospher was "carbone dioxyde" instead of "carbon dioxyde", so the homeworld was never settled !!!
Don't know why it was working on previous Version 1.78...
I've also seen that "hardy spacefarrers" was replaced by "hardy industrualists" (my old general.txt was indeed giving error Messages when launching the game).
I've watched some of the changes made by devmodnull.Think it has very brillant ideas and it gives much more interest to the gameplay...
But when creating a new race and IA, under what mod shall I try it ?
- original mod is the standard, but I think that few experimented players use it, because ot's quite basic when dealing with race AIs.
- home-made mods are better, but not standard, and races not optimized for them have no chance to win...
so, what mod do you think i should use to test my race IA ?
Quote:
Originally posted by Phoenix-D:
Are you sure you didn't accidently set all the races to computer control?
Phoenix-D
|
|

December 20th, 2002, 11:11 AM
|
 |
Sergeant
|
|
Join Date: Sep 2002
Location: Lithuania
Posts: 290
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: DevnullModGold pb...
A question about this mod: if I have reduced repair (race creation), will Engineering (Repairs 1 component per turn) work or not?
|

December 20th, 2002, 03:01 PM
|
 |
General
|
|
Join Date: Mar 2001
Location: UK
Posts: 4,245
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: DevnullModGold pb...
Quote:
But when creating a new race and IA, under what mod shall I try it ?
|
All of them!
Seriously, any mod that you like. If you really enjoy Devnullmod, then do an AI for it. Why not? It's a good mod with lots of interesting options for an AI modder.
Will this be an AI for your pexlerr shipset or is it something new? Looking forward to it, whatever it is =-)
|

December 21st, 2002, 12:17 AM
|
 |
General
|
|
Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
Thanks: 13
Thanked 9 Times in 8 Posts
|
|
Re: DevnullModGold pb...
The TDM-ModPack gives you stronger AIs to test against, and doesn't invalidate stock .emp files.
__________________
Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
|

December 21st, 2002, 02:04 AM
|
 |
Brigadier General
|
|
Join Date: Jul 2001
Location: Kiel, Germany
Posts: 1,896
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: DevnullModGold pb...
yes, it will work, but not for a single ship.
The repair capacity is calulated for the whole sector. So if you have repair at 50%, two ships with engineering departments will be able to repair one component.
Rollo
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|