View Full Version : SE4 Deluxe
Yef
December 6th, 2005, 12:21 AM
I just got the Deluxe,and I was wondering if I need to instal the SE4 Image ModPack, or if it was already included.
Also, there is a file that says extras with the Proportions version 3.0.4, but the version I saw in SE.net is 3.0.2, so I wanted to know if I need to download 3.0.2, or just instal the 3.0.4 that came with the Deluxe.
Thanks.
Fyron
December 6th, 2005, 12:59 AM
Image Mod could not be included with Deluxe due to copyright issues.
I would assume that 3.0.4 is newer that 3.0.2.
Emperor's Child
December 6th, 2005, 05:22 AM
If you are not looking at joining a specific PBW game using that mod, you should download the latest one. If, however, you are planning on joining an on-going game, they may not be using the latest mod.
Yef
December 6th, 2005, 05:11 PM
Thanks.
PvK
December 6th, 2005, 07:41 PM
Not a big deal, but there is a Proportions Mod 3.0.5 but my web site is down thanks to incompetance at QWEST.
Yes, 3.0.4 is a stand-alone version, so 3.0.2 is older and not needed.
PvK
Fyron
December 22nd, 2005, 06:38 PM
I need 3.0.5 to play some turns for Kwok... can you email it to me? Email is in profile. Thanks.
Edit:
Sig, profile, its all the same!
Strategia_In_Ultima
December 22nd, 2005, 07:34 PM
What sig?
Alneyan
December 22nd, 2005, 07:56 PM
So we don't flood Fyron's account with files, I've sent him the data files for 3.0.5.
Fyron
December 22nd, 2005, 08:10 PM
And I've put it on SEnet for the enjoymnet of all!
http://www.spaceempires.net/home/downloads-details-532-Proportions_3.0.5.html
Captain Kwok
December 22nd, 2005, 08:19 PM
I'm glad to see I'm causing so much trouble while away!
Parasite
January 21st, 2006, 01:38 AM
It seems that when the PBW games got upgraded to Deluxe that now Bases can be put in fleets. At least this is true in two games I am in. I do not think base fleeting was possible in the games before. TGE and HW Wars are the games, but it may not be limited to just these ones.
Has anyone else noticed this? Is it a bug in Deluxe upgrades?
PvK
January 21st, 2006, 05:50 AM
I don't know since I haven't updated to Deluxe. It is an option in Settings.txt though so depending on the mod, it could have base fleeting enabled even pre-Deluxe.
PvK
Fyron
January 21st, 2006, 07:18 AM
The setting is disabled by default in Deluxe.
Parasite
January 21st, 2006, 01:54 PM
The "Bases can fleet" setting in an ongoing standard game was set to no. In the middle of the game, it was upgraded to Deluxe and now I can fleet bases. I do not think I could fleet them before. I didn't know this setting could be changed in the middle of game.
Captain Kwok
January 21st, 2006, 03:51 PM
I wonder if the PBW server copy of Deluxe has this setting enabled?
geoschmo
January 21st, 2006, 05:41 PM
Captain Kwok said:
I wonder if the PBW server copy of Deluxe has this setting enabled?
It shouldn't, but I'll double check. It's a moot question in this instance however since neither game in question is using the deluxe version on PBW.
Parasite, when I checked my latest TGE turn on my machine using 1.94 I cannot fleet bases. It sounds as if somehow your settings.txt file got changed on your copy. If this is the case, that would explain it. I could see why they wouldn't nessecarily get unfleeted by the host turn processing. There's not really an order in process there that could get canceled.
douglas
January 21st, 2006, 06:05 PM
Settings.txt is not checked at all for mod compatibility, so it's probably just that it got changed in your local copy somehow.
Parasite
January 22nd, 2006, 04:27 AM
I had not heard of anyone else talking about it. I will look further into my settings. I did not think this setting could be different for different players.
If no one else can do it, I will not use mothballed repair bases to hold fleets for training in TGE. In the other game it is a big pain because of the many bases over worlds and I have locked up the game several times already for having too many fleets.
Thanks all!
Fyron
January 22nd, 2006, 07:19 AM
It was reported to MM a few months ago, but we have no fix as of yet.
PvK
January 24th, 2006, 10:04 PM
Am I missing (or did I miss) something, or does this thread bring up two issues?
1) Is it possible to "cheat" and change your own settings.txt to allow base fleeting, and thereby be able to fleet bases in PBW games where it is supposed to be disallowed?
2) Is there some sort of limit on the number of fleets in a game, after which the game hangs up during processing? If so, do we know what that limit is?
PvK
Fyron
January 24th, 2006, 10:25 PM
We were hoping not to have this posted on the forums, and for MM to have released a fix by now... http://forum.shrapnelgames.com/images/smilies/Sick.gif
PvK
January 24th, 2006, 10:31 PM
Oh...
Is that for both issues?
Fyron
January 24th, 2006, 10:46 PM
Dunno about the fleets. I seem to recall reading that at some point the game runs out of default names to assign, which leads to utter insanity. Never encountered it myself so I can't tell you more.
Spoo
January 25th, 2006, 10:15 AM
So does this affect other things in settings.txt? If so, this bug could be HUGE with regards to cheating in multiplayer!
douglas
January 25th, 2006, 10:33 AM
Spoo said:
So does this affect other things in settings.txt? If so, this bug could be HUGE with regards to cheating in multiplayer!
You could change every single line in settings.txt and it would not affect your ability to open and play a turn. This isn't actually a big deal for most settings, though, because the host's settings.txt file is the only one that matters for how the turn is processed. The only reason fleeting bases is an issue is that it appears to be implemented entirely by removing the UI for adding bases to fleets rather than building the limitation into turn processing. The only other thing in settings.txt that I think is open to abuse because of this are the characteristic upper and lower limits. Trying to change the costs won't get you anywhere because the total points spent is recalculated on the host's machine when he adds the empires, but the minimum and maximum characteristic values are only checked when editing the empire, which the host does not normally do.
AMF
January 25th, 2006, 10:44 AM
I can confirm that there appears to be a limit to the number of fleets one can have. I had a reproducible error that I encountered many times in the Ankle-Biters game when I reached the point where my fleet names had run out of default greek letters and I just got a blank name. I can go back and look for the post (it was quite a while ago) but like I mentioned above I can say it was reproducible and always seemed to happen when I fleeted units. At the time I hit "create fleet" the game would hang and would have to be ctrl-alt-del killed and restarted.
I got around this by naming fleets on my own rather than just letting the game assign names.
Hope this helps
Alarik
AMF
January 25th, 2006, 10:47 AM
I encountered this whole settings.txt thing a while back, and thought it was an exploit too. I realized one could use it to make the atmosphere of all the planets breathable. But since the hosts settings.txt is the one used, I eventually figured it didn't matter.
Alarik
geoschmo
January 25th, 2006, 10:59 AM
There are a couple things you could do by changing settings.txt that would allow you to cheat a little. There is nothing earth shatteringly unbalancing, as all the stuff that would seriously affect game balance is not processed until the host turn and thus would ignore the player's settings changes anyway.
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