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  #1  
Old February 23rd, 2001, 02:05 AM

Devin D.Bass Devin D.Bass is offline
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Default Does the 1.50 Mod work with the 1.27b patch?

To all SEIV gamers...

I plan doing a clean install of SEIV and applying the new new patch, my question is does the 1.50 Mod work with this new new patch or should I wait till a new Mod comes out? Finally, will the Mod overwrite some of the improvements made by MM? Please help.
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  #2  
Old February 23rd, 2001, 02:13 AM
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Tampa_Gamer Tampa_Gamer is offline
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Default Re: Does the 1.50 Mod work with the 1.27b patch?

At first glance the files should certainly be compatible (unlike the 2nd patch, which added several lines to some of the AI files and made the AI mods temporarily obsolete). However, the AI scripts in AI Mod Pack 1.50 were not optimized for several tactics that MM has now fixed so such as cloaking, ramming, proper troop use, defense base use, APB use at higher levels, specific AI race strategies, etc. In addition, Mephisto's design modifications for all the AI races were actually put into the patch by MM, so we don't want people overwriting those files. We will all be trying to get our respective mods updated and expanded based on these features now working over the next week or so and hope to have a new Version out late next week.

[This message has been edited by Tampa_Gamer (edited 22 February 2001).]
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Old February 23rd, 2001, 04:14 PM

Sinapus Sinapus is offline
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Default Re: Does the 1.50 Mod work with the 1.27b patch?

Actually, I think the Darlok files are causing a range check error upon generating a new game. The game gets to the point where it is placing players and it gives the RCE.

I tried a few other things, like switching out my modded components.txt file and such and then moved all the custom shipset directories out of the races directory. RCEs vanished after several new game starts.

As soon as I put the Darloks in the races directory and started games I got the RCE back, so it might be them. It could be a file I was viewing for the Darloks was saved accidently using notepad w/word wrap, but I'm not certain. I'm going to go look at it later today when I get off work.

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Old February 23rd, 2001, 06:06 PM

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Default Re: Does the 1.50 Mod work with the 1.27b patch?

I started a new game with Darlok, Sergetti and some others defined as human players, later on I played myself one of the races and turned the other humans to computer control with all AI on. Works fine, no RCE's.

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Old February 23rd, 2001, 06:22 PM

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Default Re: Does the 1.50 Mod work with the 1.27b patch?

Interesting... I'll have to check later tonight. It's just that the problem vanished when I moved all the custom shipsets out and suddenly reappeared when I loaded the Darloks in. (I was putting each race in one at a time, then removing it and replacing with another..)

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Old February 23rd, 2001, 06:26 PM

WhiteHojo WhiteHojo is offline
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Default Re: Does the 1.50 Mod work with the 1.27b patch?

Started a new game w/the 1.27 patch after having to reinstall SE4. Had previously loaded the Mod pack w/the 4 new races (darlock, EA, sergetti, & xiati?)... after reinstall, they were still there so added em as existing empires (5000 point level) and let the computer pick a high level of new players (no nuetrals)...

Game started fine (also reset the max systems to 250), map was a cluster, all Warp points not connected setting, and have had no problems so far - 60 turns into the game so far.

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