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November 10th, 2002, 03:12 PM
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Colonel
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Join Date: Jun 2002
Location: Connecticut
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Re: Frequently Asked Questions for Newbies
Ahhh ... lots of updates and a sticky. Feels good. The waters fine, I'll jump in... I hope people will correct what I;m writing if its totaly wrong. But this question does come up once and a while.
16.# Combining MODs
16.#.1 Always put each mod in its individual subdirectory. If the mod changes a file, the subdirectory will contain a new file. If the mod subdirectory doesn't contain a certain file, SE4 uses the file from the default directory.
16.#.2 Once you've the MODs in their own subdirectory, you can see two MODs side by side.
16.#.3 If they don't modify the same file, it's easy to put them together. Just copy files over. Or create a new mod folder for your merged MOD.
16.#.4 If they do modify the same file, now you have some work to do. The data files are all text. You can cut and paste, but you have to be careful.
16.#.4.1 Definitely create a new folder for your new mod.
16.#.4.2 You have to check if there are redundant items, or incompatible items in the text files for your merged mod, and make some decisions about what to include.
16.#.4.3 Putting extra blank lines between text blocks and at the end of a text file has been known to confuse SE4 and cause it to not load the file.
16.#.4.4 Altering the order of some components has been know to affect the AI's ability to use a component. This is especially true with the colonization techs.
[ November 10, 2002, 13:15: Message edited by: Arkcon ]
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November 10th, 2002, 06:46 PM
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Sergeant
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Join Date: Jul 2001
Location: South Carolina, USA
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Re: Frequently Asked Questions for Newbies
Quote:
Originally posted by Imperator Fyron:
No problem. I am used to Tesco calling me Fryon.
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I don't feel so bad now... but thanks for clueing me in, for the sake of accuracy and so that maybe I won't look like a moron again....
Quikngruvn
__________________
The opposite of war isn't peace... it's creation. --from [i]Rent</i]
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November 10th, 2002, 09:02 PM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
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Re: Frequently Asked Questions for Newbies
Quote:
Why on earth would you post the entire Table of Contents??
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Because this is a FAQ. A good FAQ lists the questions first, then the questions and answers.
If someone has a specific question, they can just read the ToC, then search the page for the number of the appropriate section, rather than skim the whole thing looking for the answer.
__________________
Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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November 11th, 2002, 08:02 PM
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Major General
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Join Date: May 2002
Location: Linghem, �sterg�tland, Sweden
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Re: Frequently Asked Questions for Newbies
Only added the first Quikngruvn entry, will fix "fixes" and Arkcon later this week
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November 12th, 2002, 02:04 AM
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Corporal
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Join Date: Oct 2001
Location: La Coru�a, Spain
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Re: Frequently Asked Questions for Newbies
If two system-wide facilities are built in the same system, its effects do not stack. But then what facility is doing the work? For example:
1 System Mineral Scanner I (+10% mineral prod.)
1 System Robotoid Factory III (+30% all resources prod.)
Which of them is working? The best (SRF)? The first built? (Sorry if it was answered before)
Edit: Correct "Mineral Scanner" to "System Mineral Scanner"
[ November 12, 2002, 00:06: Message edited by: Shyrka ]
__________________
So it shall be written...
So it shall be done...
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November 12th, 2002, 02:50 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Frequently Asked Questions for Newbies
The highest-rated facility is the one that works.
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November 25th, 2002, 04:55 PM
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Corporal
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Join Date: Jun 2002
Location: Hannover, Germany
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Re: Frequently Asked Questions for Newbies
1.4 AI bonus:
(I think)
AI bonus and construction rate:
Low x1.5, medium x2, high x3.
__________________
homo homini lupus est
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November 25th, 2002, 05:28 PM
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Brigadier General
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Join Date: Apr 2002
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Re: Frequently Asked Questions for Newbies
Quote:
Originally posted by Rexxx:
1.4 AI bonus:
(I think)
AI bonus and construction rate:
Low x1.5, medium x2, high x3.
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How did you come to this conclusion?
Paragraph 1.4 already says that the bonuses are 2, 3 and 5 respectively.
__________________
Slick.
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November 25th, 2002, 05:37 PM
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Corporal
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Join Date: Jun 2002
Location: Hannover, Germany
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Re: Frequently Asked Questions for Newbies
Quote:
Originally posted by Slick:
How did you come to this conclusion?
Paragraph 1.4 already says that the bonuses are 2, 3 and 5 respectively.
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Switch an empire under computer control to human player, check the construction queue window. Switch it back to computer control, check again.
__________________
homo homini lupus est
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November 25th, 2002, 08:50 PM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
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Re: Frequently Asked Questions for Newbies
It does effect construction rate, but only for planets, not yards on ships.
[ November 25, 2002, 23:16: Message edited by: [K126]Mephisto ]
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Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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