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January 6th, 2006, 03:04 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
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Re: Masters Mod v1.1 update released
Download v1.1
Just two tweaks:
added defensive bonus to Drone Master drones
added supply storage ability to Strategic Drones
but they greatly improve Drone Master performance
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January 7th, 2006, 12:27 PM
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Sergeant
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Join Date: Sep 2003
Posts: 258
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Masters Mod v1.1 update released
I tried to load the mod, but it keeps saying music files missing and then when I click Close, I only have the credits and quit game button.
what can I do :S ?
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January 7th, 2006, 02:36 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
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Re: Masters Mod v1.1 update released
It works for me... are you running SE4 Deluxe? Did you for some reason delete anything out of your Music directory?
__________________
The Ed draws near! What dost thou deaux?
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January 8th, 2006, 02:21 PM
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Sergeant
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Join Date: Sep 2003
Posts: 258
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Masters Mod v1.1 update released
I never performed the update, I am still playing gold, I got it working by setting all the music values to 0 and the trues to false, anyway, all working now and I will do the update later.
I also thing I have found a bug for this mod, I am playing with 5k empire points, and have got quite a few diffrent bonuses that this mod gives, I have got a Battlemoon (10MT ship), and placed 1 warp engine on it, it gives the correct movement points, but then when I put a structural integrity field on board, it drops the movement points instead of giving plus 1.
I can not remember off by heart as I have a few diffrent components that give movement, but I think it is engine + dampner + solar said = 15, but when I also add the structural field, it drops to 9,
anyway, this mod is really nice! thanks!
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January 8th, 2006, 04:23 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
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Re: Masters Mod v1.1 update released
That sounds like either going over 255 standard movement points and returning to 0, or adding two different components with different levels of bonus movement ability, thus getting the lower bonus. The former is a workaround for the small size of the int used for the ability and just has to be dealt with, the latter is not a bug but how bonus movement is intended to work (making it a bad idea to combine engine types in stock).
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January 9th, 2006, 02:55 AM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
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Re: Masters Mod v1.1 update released
I think I've located the movement problem:
The Structural Integrity Field uses the Movement Bonus ability, which is the same one the engines have. I think SE4 is dropping the bonus because all components that have the Movement Bonus ability are not of the same type.
It's a simple fix. I'll just change Movement Bonus to Extra Movement Generation. I'll release it with the next version.
To update it manually,
*open components.txt
*search for the Structural Integrity Field entries
*change where it says "Movement Bonus" to "Extra Movement Generation"
*leave the 1st number alone (it should be 1)
*change the 2nd number (which should be 0) to any number other than 0,1,or 3 (the second number is a unique id number for that component [0=afterburners; 1=solar sail; 3=inertial dampener])
*save and re-start the game. It shouldn't interfere with any saved games.
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January 9th, 2006, 03:43 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
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Re: Masters Mod v1.1 update released
Its not so much dropping the bonus because of being different types as using the lowest one from all components with the ability. Prevents cheesy designs with 1 quantum engine and 5 ion engines for the same speed but less cost if it were the case that the best was used.
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January 10th, 2006, 09:38 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
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Masters Mod v1.2: Foundation and Masters
Masters Mod v1.2: Foundation and Masters
I always wanted to do a Foundation mod. Here's a little bit of Foundation flavor for your Masters Mod games. Don't use it for games in-progress. It will break your v1.0 and v1.1 saved games.
1.2
added Psych Masters racial trait
fixed Structural Integrity Field bug
- Psych Masters
Your race has mastered the science of psychology. Your race's acute knowledge of the psyche gives you an early happines bonus. You'll also have access to techs that can demoralize your opponent, or persuade them to do things for you. Later research will uncover the science of Psychohistory, which lets you tweak galactic events to suit you.
- Government Center
- Legislative Center
- Great Monument - just for fun
- Immigration Center
- Advanced Psychology
- Psychology Cell
- Encyclopedia Foundation
- Mentalist Enclave
- Gaia Facility
- Psychological Interpretation Intel
- Emotional Influence Intel
- Psychological Defenses
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January 12th, 2006, 02:37 AM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
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Re: Masters Mod v1.2: Foundation and Masters
I'm trying to think of what race out of the gagillions that are out there would make a good Psych Masters race. All the races out there seem to be very combat-focused.
Any suggestions?
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January 12th, 2006, 01:13 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
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Re: Masters Mod v1.2: Foundation and Masters
Download: Masters Mod v1.3: Foundation and Masters update
I fixed a nasty little typo that prevented the mod from loading. It works fine now.
I also added the Mind-Static Shield facility to the Psych Masters. I meant to add it before, but I had forgotten.
1.3
added Mind Static Shield facility to Psych Masters
fixed bug with Psychological Defenses that prevented the mod from loading
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