View Full Version : Old mods and the new patch
spoon
February 26th, 2004, 01:29 AM
Just thought it might be helpful to have all the differences in v1.91 data files listed in one place to help with updating your mods. Please add anything that I missed...
settings.txt -- the only difference is the v1.91 files have the smoothed pop bonuses, so you can just cut-n-paste them into your settings.txt. Don't forget the first line:
Number Of Population Modifiers := 101
components.txt
- Header info (for the optional lists). Obviously you don't have to copy this over if you don't want to...
- Beta Displacement Pulser and Ionic Concussion BLaster now have "Component Destroyed On Use" as an ability.
- Small Graviton Beams now have Gravitational Weapons as their research requirement (instead of tractor/repulser)
facility.txt
- Mineral Scanners, Eco-farms, and Radioactive Colliders (and their Systemwide Versions) all have their values changed:
2. Changed - Mineral Scanner I, II, III have had their modifiers increased to 15%, 30%, 45%.
3. Changed - Hybrid Eco - Farms I, II, III have had their modifiers increased to 15%, 30%, 45%.
4. Changed - Radioactives Collider I, II, III have had their modifiers increased to 15%, 30%, 45%.
5. Changed - System Mineral Scanner I, II, III have had their modifiers increased to 15%, 30%, 45%.
6. Changed - System Eco - Farms I, II, III have had their modifiers increased to 15%, 30%, 45%.
7. Changed - System Radioactives Collider I, II, III have had their modifiers increased to 15%, 30%, 45%.
[ February 29, 2004, 05:39: Message edited by: spoon ]
Argitoth
February 26th, 2004, 01:39 AM
what is smooth pop bonus?
narf poit chez BOOM
February 26th, 2004, 02:29 AM
pop bonuses go up by 1% instead of 10%.
Aiken
February 26th, 2004, 02:45 AM
Abilities.txt:
Added:
AI Tag 01
...
AI Tag 20
# Will force AI to use specific component
Generate Points Minerals
Generate Points Organics
Generate Points Radioactives
Generate Points Research
Generate Points Intelligence
# Will generate corresponding points for an empire each turn.
Sinapus
February 26th, 2004, 03:01 AM
How are the AI Tags used?
Suicide Junkie
February 26th, 2004, 03:10 AM
Add a new ability to Components or facilities, with the ability type of "tag ##"
Then the AIs can ask for that ability in their designs and facility queues.
Fyron
February 26th, 2004, 03:14 AM
I was kind of hoping it would not be limited to just 20... :-\
Fyron
February 26th, 2004, 06:33 AM
Can a moderator please sticky this? It is important info for modders. Thanks.
Ed Kolis
February 26th, 2004, 04:08 PM
Originally posted by Imperator Fyron:
I was kind of hoping it would not be limited to just 20... :-\ <font size="2" face="sans-serif, arial, verdana">Well it's really 40, because you can use the same one on a facility that you use for Something Completely Different (tm) on a component, since they're called for by different AI files. But yes, I was hoping for something along the lines of using the ability's Value 1 to specify what you want... http://forum.shrapnelgames.com/images/smilies/rolleyes.gif Oh well, you take what you can get http://forum.shrapnelgames.com/images/icons/tongue.gif
Fyron
February 26th, 2004, 11:36 PM
Spoon, you missed one.
Components:
- Ionic Concussion BLaster has destroyed on use now as well.
AMF
February 28th, 2004, 06:02 PM
Can anyone out there confirm or deny that DevNull 1.7 works with the new patch? I am hosting a few games with it, and would like to upgrade, but want to ensure that the game will work...
thanks,
Alarik
Fyron
February 28th, 2004, 09:18 PM
All mods that work with SE4 Version 1.84 will automatically work fine with the new patch.
AMF
February 28th, 2004, 10:13 PM
"automatically?"
Gads, but I'm scared of those words in contexts like this...
Originally posted by Imperator Fyron:
All mods that work with SE4 Version 1.84 will automatically work fine with the new patch. <font size="2" face="sans-serif, arial, verdana">
Fyron
February 29th, 2004, 12:15 AM
Automatically, as in, if the mod worked with 1.84, it will have 0 problems working with 1.91. Install any mod designed for 1.84 into SE4 1.91, and it will work fine. Better, in fact, in many cases, due to improved hard coded AI behavior. http://forum.shrapnelgames.com/images/icons/icon7.gif
Additionally, MM made sure to keep savegames made with 1.84 compatible with the upgrade to 1.91. So, 1.84 savegames should work fine with 1.91 as well (once the PBW host processes the turn with 1.91, for PBW games).
[ February 28, 2004, 22:24: Message edited by: Imperator Fyron ]
spoon
February 29th, 2004, 04:29 AM
Originally posted by Imperator Fyron:
All mods that work with SE4 Version 1.84 will automatically work fine with the new patch. <font size="2" face="sans-serif, arial, verdana">Since the DevNull mod uses its own data files, you won't see any of the changes in the v1.91 Gold data files(ie, no smoothed population bonuses or destroy-on-use storm components). But other than those very few issues, a DevNull 1.70 game should run fine with v1.91 Gold.
Fyron
February 29th, 2004, 06:34 AM
Spoon, for ease of reference, can you please edit your initial post to include the change to Ionic Concussion BLaster?
AMF
February 29th, 2004, 06:43 AM
I really need to learn to start using the "sarcasm" tag...
http://forum.shrapnelgames.com/images/icons/icon7.gif
thanks,
Alarik
Originally posted by Imperator Fyron:
Automatically, as in, if the mod worked with 1.84, it will have 0 problems working with 1.91. Install any mod designed for 1.84 into SE4 1.91, and it will work fine. Better, in fact, in many cases, due to improved hard coded AI behavior. http://forum.shrapnelgames.com/images/icons/icon7.gif
Additionally, MM made sure to keep savegames made with 1.84 compatible with the upgrade to 1.91. So, 1.84 savegames should work fine with 1.91 as well (once the PBW host processes the turn with 1.91, for PBW games). <font size="2" face="sans-serif, arial, verdana">
[ February 29, 2004, 04:44: Message edited by: alarikf ]
spoon
February 29th, 2004, 07:40 AM
Originally posted by Imperator Fyron:
Spoon, for ease of reference, can you please edit your initial post to include the change to Ionic Concussion BLaster? <font size="2" face="sans-serif, arial, verdana">Done.
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