.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #11  
Old January 6th, 2006, 03:04 PM
Urendi Maleldil's Avatar

Urendi Maleldil Urendi Maleldil is offline
Major
 
Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
Urendi Maleldil is on a distinguished road
Default 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
__________________
Ken vs. The City

-Km :�
Reply With Quote
  #12  
Old January 7th, 2006, 12:27 PM

wilhil wilhil is offline
Sergeant
 
Join Date: Sep 2003
Posts: 258
Thanks: 0
Thanked 0 Times in 0 Posts
wilhil is on a distinguished road
Default 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 ?
Reply With Quote
  #13  
Old January 7th, 2006, 02:36 PM
Ed Kolis's Avatar

Ed Kolis Ed Kolis is offline
General
 
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
Ed Kolis is on a distinguished road
Default 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?
Reply With Quote
  #14  
Old January 8th, 2006, 02:21 PM

wilhil wilhil is offline
Sergeant
 
Join Date: Sep 2003
Posts: 258
Thanks: 0
Thanked 0 Times in 0 Posts
wilhil is on a distinguished road
Default 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!
Reply With Quote
  #15  
Old January 8th, 2006, 04:23 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default 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).
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #16  
Old January 9th, 2006, 02:55 AM
Urendi Maleldil's Avatar

Urendi Maleldil Urendi Maleldil is offline
Major
 
Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
Urendi Maleldil is on a distinguished road
Default 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.
__________________
Ken vs. The City

-Km :�
Reply With Quote
  #17  
Old January 9th, 2006, 03:43 AM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default 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.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #18  
Old January 10th, 2006, 09:38 PM
Urendi Maleldil's Avatar

Urendi Maleldil Urendi Maleldil is offline
Major
 
Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
Urendi Maleldil is on a distinguished road
Default 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
__________________
Ken vs. The City

-Km :�
Reply With Quote
  #19  
Old January 12th, 2006, 02:37 AM
Urendi Maleldil's Avatar

Urendi Maleldil Urendi Maleldil is offline
Major
 
Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
Urendi Maleldil is on a distinguished road
Default 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?
__________________
Ken vs. The City

-Km :�
Reply With Quote
  #20  
Old January 12th, 2006, 01:13 PM
Urendi Maleldil's Avatar

Urendi Maleldil Urendi Maleldil is offline
Major
 
Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
Urendi Maleldil is on a distinguished road
Default 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
__________________
Ken vs. The City

-Km :�
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 01:53 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.