Log in

View Full Version : Redundant Data files in mods


capnq
April 8th, 2004, 05:46 PM
I've been working on an update to my Hypermaze mod, and ran into a small problem. History.txt says: Version 1.59:

10. Fixed - All files in mod directories should now be on an individual basis. Meaning that you don't need all of the .txt files if the directory is present. <font size="2" face="sans-serif, arial, verdana">I had assumed that this meant that you now only had to have the changed files in the mod's Data folder, but I'm getting "Cannot open file" errors for several unchanged files.

Am I misinterpreting what this change did, or is it not working properly?

Captain Kwok
April 8th, 2004, 06:15 PM
I believe you just need to have a settings.txt file in there.

Fyron
April 8th, 2004, 07:52 PM
It is not working properly. Several other files are also required. I forget exactly which, though I believe Repair Priorities was one of them.

capnq
April 8th, 2004, 08:04 PM
Thanks. So far I've found Settings, RepairPriorities, and Demeanors are needed, plus the empire and leader names and types, if you want to use those pulldowns in New Empire.

PvK
April 8th, 2004, 08:05 PM
Seems to me practically all of the /data files need to be copied.

PvK

capnq
April 9th, 2004, 12:48 AM
Yeah, I found at least 12 files that need to be included. Ive decided that it's less work to just copy the whole folder than to track which ones are needed.

Having done that, now when I create a game, I get error Messages as if it were loading non-Gold AIs. http://forum.shrapnelgames.com/images/icons/confused.gif Yet when I look at the Players list, they're all stock races.

PvK
April 9th, 2004, 01:20 AM
Is it maybe not finding any AI files at all?

Otherwise, that doesn't sound familiar.

PvK