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February 16th, 2004, 10:04 PM
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General
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Join Date: May 2002
Location: Canada
Posts: 3,227
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Thanked 44 Times in 28 Posts
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Re: "The Miner\'s Guild" Mod discussion thread.
Both the 'Prospector' and 'Mining Base Ship' have -90% Maintenance. So you be the judge.
Cheers!
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February 17th, 2004, 02:22 AM
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General
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Join Date: May 2002
Location: Canada
Posts: 3,227
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Re: "The Miner\'s Guild" Mod discussion thread.
Quote:
Originally posted by Imperator Fyron:
Ok what did I miss here?
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The Race pic for my Spelunkers is Bounty Bob. From a GREAT old game called Miner 2049'er (and Bounty Bob Strikes Back the sequel) The song "Oh my Darling Clementine" is the music that played when you started the game.
If you would like to experience the Greatness yourself, go here..
Miner 2049'er and Bounty Bob Emulator
I hope this explains everything to your satisfaction.
Cheers!
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February 17th, 2004, 06:14 AM
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Lieutenant General
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Join Date: Dec 2000
Location: california
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Re: "The Miner\'s Guild" Mod discussion thread.
wow, neat. I used to love miner 2049er.
you know, its awfully easy to make profitable ships with this thing - ones that do not even require mining. the maintenance reduction is so high for some of the hulls, a little race bonus should put you over the top.
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
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February 17th, 2004, 06:23 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: "The Miner\'s Guild" Mod discussion thread.
I think that the racial bonus and the vehicle ability stack multiplicitively, not stack linearly. So, you can not get lower than 0% maintenance unless the ship has a reduction of greater than 100, or you alter the settings so that you can take more than 100 points in maintenance reduction.
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February 19th, 2004, 05:43 PM
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Colonel
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Join Date: Jun 2002
Location: tampa, fl
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Re: "The Miner\'s Guild" Mod discussion thread.
Quote:
Originally posted by David E. Gervais:
quote: Originally posted by Nocturnal:
Pretty nifty new graphics. When I try to start a new game, it can't access the empire files by the default folder.
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I'm not quite sure what you mean, but the mod should be in it's own folder. The default empire files wouldn't work with this mod anyway. there are new race traits and cultures.
Are you using the ModLauncher to run the game? It should set up the paths for you. If not, get it off the se4:Gold CD. It's worth it. (you can have several mods installed at the same time.)
Cheers! David, i had the same problem the other day when I finally started to play this mod. I went to the existing races button, and nothing came up. My mod is in it's own folder, but for some reason the computer can't find your races folder. I had to create my own race. What can be done to fix this?
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February 19th, 2004, 06:09 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: "The Miner\'s Guild" Mod discussion thread.
Let the game generate races randomly.
Then save their .EMP files.
That's all.
I have almost never added AIs by their EMP files, myself. Unknown aliens for an unknown universe.
__________________
Things you want:
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February 19th, 2004, 07:24 PM
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Colonel
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Join Date: Jun 2002
Location: tampa, fl
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Re: "The Miner\'s Guild" Mod discussion thread.
Quote:
Originally posted by Suicide Junkie:
Let the game generate races randomly.
Then save their .EMP files.
That's all.
I have almost never added AIs by their EMP files, myself. Unknown aliens for an unknown universe.
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Ok, thanks, SJ. I'll do that the next time I play the mod.
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February 19th, 2004, 09:22 PM
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General
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Join Date: May 2002
Location: Canada
Posts: 3,227
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Re: "The Miner\'s Guild" Mod discussion thread.
Since this is a mod of the Devnull Mod, I suggest you grab the .emp files from it and copy them to the empires folder in the MinersGuild_Mod. As for the new Race, I added them to the 'Quick Start' races and you can choose their portrait/shipset in the new race selection. But never thought of creating .emp files for them, seeing that they meant to be a player race, not AI. I didn't see the point. Most if not all players prefer to create their own races anyway. I don't think I have ever played 'existing empires'. But I might be wrong.
Cheers!
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February 19th, 2004, 10:43 PM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: "The Miner\'s Guild" Mod discussion thread.
Quote:
Originally posted by David E. Gervais:
Since this is a mod of the Devnull Mod, I suggest you grab the .emp files from it and copy them to the empires folder in the MinersGuild_Mod...
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nonono, all wrong.
*klonks David over the head with a Shovel.
Since you added new racial traits, the old Devnull Mod Gold .emps won't work anymore.
That's why you deleted them in the first place, remember?
[ February 19, 2004, 20:45: Message edited by: Rollo ]
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February 19th, 2004, 10:54 PM
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Colonel
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Join Date: Jun 2002
Location: tampa, fl
Posts: 1,511
Thanks: 3
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Re: "The Miner\'s Guild" Mod discussion thread.
Quote:
Originally posted by David E. Gervais:
Since this is a mod of the Devnull Mod, I suggest you grab the .emp files from it and copy them to the empires folder in the MinersGuild_Mod. As for the new Race, I added them to the 'Quick Start' races and you can choose their portrait/shipset in the new race selection. But never thought of creating .emp files for them, seeing that they meant to be a player race, not AI. I didn't see the point. Most if not all players prefer to create their own races anyway. I don't think I have ever played 'existing empires'. But I might be wrong.
Cheers!
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Ok. I'm just not used to that. Most mods have existing races, with the .emp files included. But if I got to create my own race, that's no problem.
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