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Accueil » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

About your mod Captain Kwok

Soumis par phalzyr le Ven, 2006-10-20 12:36 SE:V MODs

I have HEAVLY modified three of the text files, techs, components, and vehicle sizes. If I left out those three files of your mod and merged all but those those files do you think it'd casue an issue? I mainly want the computer AI tweaks more than anything, could I just copy the empire files over to mine without encounting any trouble?

BTW when looking at your files I noticed you included alot that weren't changed from original any reason? Just an oversight or possibly so users that stupidly alter files directly rather than ccreating a game type won't mess up your mod?

BTW, thanks for the great mod Smiling

‹ Removing Completed Technologies From List Sound Effect Mod for SE V (v1.00) ›
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Mod Designer

It won't work!

Soumis par Captain Kwok le Ven, 2006-10-20 14:13

It would not work. The AI has been modified to work with the vehicle sizes, tech tree, and components in the Balance Mod.

The "extra" files included in the most recent version are likely to be modified in the near future so they are in my active working directory of the mod.

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Image de Rilbur

Don' tyou....

Soumis par Rilbur le Ven, 2006-10-20 22:55

I think you have to include all the files in a given folder that you're modifying -- i. e. one change in data requires you to have all the files, because the simple fact that you have a "Data" folder makes the game look there for all of them.

At least, thats the way it worked in SEIV.

There are 10 types of people in the world:

Those that understand binary, and those that don't.

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Mod Designer

Only files that are changed

Soumis par Captain Kwok le Ven, 2006-10-20 23:14

You only need to include the files you changed.

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Mod Designer

the darn subject

Soumis par phalzyr le Lun, 2006-10-23 07:20

Captain Kwok wrote:
It would not work. The AI has been modified to work with the vehicle sizes, tech tree, and components in the Balance Mod.

The "extra" files included in the most recent version are likely to be modified in the near future so they are in my active working directory of the mod.

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Space Empires Depot | Space Food Empires!

AHH crap that would be why the AI didn't research my combined ship engines / hull tech... What files is that research path in of the ai? Is it a txt file if not what do I edit it with? I'm going to have to edit all the AIs then just because I combined those two techs... I was wondering why they only had engine level one on frigates when I got to them. I thought it was the pathetic AI issue haha. I got to them last night and though they were right the AI is dumb... Shocked

abbidon_main_script.csf this file right? Now I have to find how to edit csf files...

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Mod Designer

.csf is a compiled script file

Soumis par Captain Kwok le Lun, 2006-10-23 08:20

The .csf files are compiled scripts. You'd have to add the required tech areas in the Script_AI_Research.txt and then re-compile the AI scripts.

It would have been better for the AI if you had added your additional tech rather than replace the default hull / engine techs.

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Mod Designer

AHHHH

Soumis par phalzyr le Lun, 2006-10-23 08:43

Ah now that is an idea thanks kwok. I'll just add those tech back in, maybe re-create my sayian trait again (I removed it thinking it was the imbalance) and just have old tech refer to not having sayian knowledge and new tech refer to only if they have trait... then put OR requirement on parts Laughing out loud tahnks for the great idea kwok, now I don't have to fret with the ai scripts though I might so I can incorporate you changes Eye-wink

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Mod Designer

The csf changes were simple

Soumis par phalzyr le Mar, 2006-10-24 07:41

The csf changes were simple but now I'm wondering if next release you can include those source files with your mod Smiling

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