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February 26th, 2004, 01:29 AM
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First Lieutenant
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Join Date: Apr 2002
Location: California
Posts: 790
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Old mods and the new patch
Just thought it might be helpful to have all the differences in v1.91 data files listed in one place to help with updating your mods. Please add anything that I missed...
settings.txt -- the only difference is the v1.91 files have the smoothed pop bonuses, so you can just cut-n-paste them into your settings.txt. Don't forget the first line:
Number Of Population Modifiers := 101
components.txt
- Header info (for the optional lists). Obviously you don't have to copy this over if you don't want to...
- Beta Displacement Pulser and Ionic Concussion BLaster now have "Component Destroyed On Use" as an ability.
- Small Graviton Beams now have Gravitational Weapons as their research requirement (instead of tractor/repulser)
facility.txt
- Mineral Scanners, Eco-farms, and Radioactive Colliders (and their Systemwide Versions) all have their values changed:
2. Changed - Mineral Scanner I, II, III have had their modifiers increased to 15%, 30%, 45%.
3. Changed - Hybrid Eco - Farms I, II, III have had their modifiers increased to 15%, 30%, 45%.
4. Changed - Radioactives Collider I, II, III have had their modifiers increased to 15%, 30%, 45%.
5. Changed - System Mineral Scanner I, II, III have had their modifiers increased to 15%, 30%, 45%.
6. Changed - System Eco - Farms I, II, III have had their modifiers increased to 15%, 30%, 45%.
7. Changed - System Radioactives Collider I, II, III have had their modifiers increased to 15%, 30%, 45%.
[ February 29, 2004, 05:39: Message edited by: spoon ]
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February 26th, 2004, 01:39 AM
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Lieutenant Colonel
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Join Date: Oct 2003
Location: Gilbert, AZ
Posts: 1,375
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Re: Old mods and the new patch
what is smooth pop bonus?
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February 26th, 2004, 02:29 AM
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Shrapnel Fanatic
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Join Date: Mar 2003
Location: CHEESE!
Posts: 10,009
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Re: Old mods and the new patch
pop bonuses go up by 1% instead of 10%.
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Sig updated to remove non-working links.
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February 26th, 2004, 02:45 AM
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Major
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Join Date: Jan 2004
Location: Taganrog, Russia
Posts: 1,087
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Re: Old mods and the new patch
Abilities.txt:
Added:
AI Tag 01
...
AI Tag 20
# Will force AI to use specific component
Generate Points Minerals
Generate Points Organics
Generate Points Radioactives
Generate Points Research
Generate Points Intelligence
# Will generate corresponding points for an empire each turn.
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February 26th, 2004, 03:01 AM
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Second Lieutenant
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Join Date: Dec 2000
Location: Houston, TX, USA
Posts: 571
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Re: Old mods and the new patch
How are the AI Tags used?
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...can you and your associates arrange that for me, Mr. Morden?
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February 26th, 2004, 03:10 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: Old mods and the new patch
Add a new ability to Components or facilities, with the ability type of "tag ##"
Then the AIs can ask for that ability in their designs and facility queues.
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Things you want:
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