View Full Version : ultimate mod
aesop123
June 28th, 2001, 06:35 AM
Any news about an ultimate mod besides the one to be posted in hyperion? All of the mods now posted have very good nifty points -
[This message has been edited by aesop123 (edited 28 June 2001).]
Coda A27
June 28th, 2001, 04:17 PM
Not to deviate, but what does TDM stand for (and where can I find it), or TCP for that matter? I didn't see it in the Mod Forum.
[This message has been edited by Coda A27 (edited 28 June 2001).]
disabled
June 28th, 2001, 05:10 PM
edit- I was way off on this answer...
[ June 15, 2003, 05:32: Message edited by: General Talashar ]
Suicide Junkie
June 28th, 2001, 05:55 PM
TDM is the initials of the three main creators of the modpack.
TCP? as in TCP/IP? or something else?
The ultimate mod is the one "you" create by merging the best parts of everybody else's.
Everyone has their own "ultimate" mod, since everybody has a different view of what futuristic space empires and battles will be like.
A good idea would be to take everybody's mods and pull out the smallest blocks of changes, then post 'em all as a mix&match modpack.
Then only basic mod skills are required to build your own personal Ultimate mod.
"Hmmm I'll take some ablative armor... those PD missiles look cool... I'll take half a dozen of these crossover components... gimme all of those extra events, and throw in one of those battlemoons http://www.shrapnelgames.com/ubb/images/icons/icon7.gif"
Coda A27
June 28th, 2001, 06:28 PM
Sorry, it might have been UCP - whats always said in conjunction with the Star Trek mods?
disabled
June 29th, 2001, 02:05 AM
I thought we could submit mods to the UM or was it another mod?
[ June 15, 2003, 05:33: Message edited by: General Talashar ]
Suicide Junkie
June 29th, 2001, 02:44 AM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Sorry, it might have been UCP - whats always said in conjunction with the Star Trek mods?<HR></BLOCKQUOTE>
United Federation of Planets, which includes the Humans, Vulcans, Betazoids, etc, etc... usually the "good guys" in any situation.
ZeroAdunn
June 29th, 2001, 07:34 AM
Hadrian check out my mod in the mods section, it has some intresting components. You might want to use some of it's stuff. -NeoMod
[This message has been edited by ZeroAdunn (edited 29 June 2001).]
disabled
June 29th, 2001, 04:11 PM
Is the TDM AI gonna be added to the UM?
[ June 15, 2003, 05:34: Message edited by: General Talashar ]
Marty Ward
June 29th, 2001, 04:15 PM
You can add my unique tech mod, or any part of it you want. I also have a speach file you can have, for general AI use.
Suicide Junkie
June 29th, 2001, 05:25 PM
My Favorites are:
- Nomadic race ability to survive without planets.
- My shield & armor tech thread reworking
- Crossover techs! (like the 1kT religious zealot with organic implants http://www.shrapnelgames.com/ubb/images/icons/icon7.gif)
- Hardened bulkheads
- Training facilities adjustment: higher experience takes longer to get.
- Wide variety PD. (This PD protects me great. That one is weaker but can cover my wingmen.)
All pretty cool stuff.
------------------
The latest Pirates & Nomads (http://www.shrapnelgames.com/ubb/Forum23/HTML/001696.html).
-<Download V1.6 (http://forum.shrapnelgames.com/ubbuploads/suicide_junkie/Pirates&NomadsV1.6.zip)>-
-<Download compatible EMPs (http://forum.shrapnelgames.com/ubbuploads/suicide_junkie/nomadraceEMPs.zip)>-
Visit My Homepage (http://www.geocities.com/hohoho611ca/index.html)
disabled
June 29th, 2001, 06:18 PM
I never really caught on to the nomad thing. oh well.
[ June 15, 2003, 05:35: Message edited by: General Talashar ]
Marty Ward
June 29th, 2001, 06:28 PM
Don't forget to post it in big bold letters when it's available http://www.shrapnelgames.com/ubb/images/icons/icon7.gif Can't wait to see this monster!
disabled
June 29th, 2001, 07:50 PM
edit, nevermind.
[ June 15, 2003, 05:35: Message edited by: General Talashar ]
Marty Ward
June 29th, 2001, 08:11 PM
I pray for that every day, doesn't everyone? http://www.shrapnelgames.com/ubb/images/icons/icon12.gif
Dracus
June 29th, 2001, 08:27 PM
You can use what ever peaces of my eyecandy mod. it is posted under the data link.
disabled
June 29th, 2001, 10:23 PM
With some much stuff being added by fans, how big will the UM be?
[ June 15, 2003, 05:36: Message edited by: General Talashar ]
Markavian
June 30th, 2001, 10:20 PM
Hadrian:
Are you going to fix that bug with the Sattelites first before releasing?
Oh and also, you might like to update my quadrant types to include all your new system types.
- John http://universalshipyards.tripod.com
disabled
June 30th, 2001, 10:49 PM
Shoudl I upload my fix for it or should I email it to you hadrian?
[ June 15, 2003, 05:37: Message edited by: General Talashar ]
disabled
July 1st, 2001, 07:44 PM
I sent the fixes and changed I made to your mod hadrian.
[ June 15, 2003, 05:37: Message edited by: General Talashar ]
disabled
July 2nd, 2001, 03:35 PM
hey, will the mod be out for Independence Day at all?
[ June 15, 2003, 05:38: Message edited by: General Talashar ]
Spoo
July 2nd, 2001, 04:59 PM
Try http://www.freeservers.com/ they give you 20 megs.
------------------
Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
disabled
July 2nd, 2001, 05:06 PM
What about Xoom?
[ June 15, 2003, 05:38: Message edited by: General Talashar ]
disabled
July 4th, 2001, 02:19 AM
sorry, forgot to ask if shrapnel was an option?
[ June 15, 2003, 05:39: Message edited by: General Talashar ]
Matryx
July 4th, 2001, 11:53 AM
Hadrian : I shouldn't think so.
It's not like it isn't relevant to the game or anything http://www.shrapnelgames.com/ubb/images/icons/icon12.gif
On a side note, it would probably be more polite to them to split up the file into several (7 or 8) smaller zip files and this would also help those on dial-ups (not me http://www.shrapnelgames.com/ubb/images/icons/icon7.gif )
Puke
July 4th, 2001, 09:09 PM
also, you might try posting it to the file library on the play-by-web host: seiv.pbw.cc
disabled
July 5th, 2001, 12:06 AM
Hadrian, are you on the PBW for a game? maybe with the UM?
[ June 15, 2003, 05:39: Message edited by: General Talashar ]
Rich04
July 8th, 2001, 05:20 PM
I couldn't imagine Shrapnel giving you a problem. The current downloads take up a considerable amount of size when added together. The TDM modpack is over 7 megs on its own and will probably get bigger with time. Your 11 meg Mod isn't that much larger. (Though I too would recommend breaking it into at least 2 parts)
Looking forward to seeing your mod joining the other great mods at this site.
[This message has been edited by Rich04 (edited 08 July 2001).]
disabled
July 8th, 2001, 06:35 PM
pleeeeeeeeeeeeeeeeeeese upload to shrapnel so we can get it!
[ June 15, 2003, 05:40: Message edited by: General Talashar ]
Matryx
July 8th, 2001, 07:23 PM
Could you not just post the download link in the meantime (as it's uploaded already). There are some of us waiting to see if this really is an "ultimate" mod http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
disabled
July 8th, 2001, 07:28 PM
I wouldn't say it was ultimate, it doesn't have everything yet!
[ June 15, 2003, 05:41: Message edited by: General Talashar ]
Matryx
July 8th, 2001, 08:31 PM
Excellent.
Now to test it http://www.shrapnelgames.com/ubb/images/icons/icon10.gif
Hadrian : Do you want feedback etc posted in this thread or another thread?
Marty Ward
July 8th, 2001, 08:39 PM
Cool, gonna have a brewski or two while it downloads then into the unknown!!!!
Matryx
July 8th, 2001, 08:39 PM
Ok first suggestion.. not everyone has it installed to Program Files\Malfador Machinations\Space Empires IV\ so perhaps a new Version of the zip without all that excess would be welcome for everyone else.
disabled
July 8th, 2001, 09:01 PM
edit, nevermind. I answered myself http://forum.shrapnelgames.com/images/icons/icon12.gif
[ June 15, 2003, 05:42: Message edited by: General Talashar ]
BeeDee10
July 8th, 2001, 09:28 PM
"If you see it elsewhere, but not listed here, then you are getting a cheap knock off, or worse, a modified Version of it that hurts the game play experiance."
Heaven forbid that someone _modify_ a _mod,_ that would just ruin everything. And I'm somewhat puzzled by how an unmodified copy of a file could be a "cheap knock-off" - substandard bits, perhaps?
Not a complaint, I'm just amused by the oddness of these warnings. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
disabled
July 8th, 2001, 09:41 PM
Can you include install instructions or maybe write an install program for it?
[ June 15, 2003, 05:44: Message edited by: General Talashar ]
Phoenix-D
July 8th, 2001, 10:05 PM
About the directories: why couldn't you ahev just made it extract to an "Ultimate mod" folder, and then had people put it in their SE4 folder?
Phoenix-D
disabled
July 8th, 2001, 10:12 PM
nevermind, pheonix beat me to it.
[ June 15, 2003, 05:44: Message edited by: General Talashar ]
Suicide Junkie
July 9th, 2001, 01:32 AM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Well, the unzipped mod is 36 megs, a waste of space for more than one copy. And I tried to ease people's lives by having the path.txt file included.<HR></BLOCKQUOTE>
Just create the ZIP inside the SE4 folder, then click and drag the mod into it.
Then, when people install it, the put it in their own SE4 folder (no matter what path it is), and the extraction works.
There's no sense having the extra directory structure down any farther than SE4.
But, at least you didn't force it to go to the C drive\program files\...\SE4, right?
------------------
The latest Pirates & Nomads (http://www.shrapnelgames.com/ubb/Forum23/HTML/001696.html).
-<Download V1.6 (http://forum.shrapnelgames.com/ubbuploads/suicide_junkie/Pirates&NomadsV1.6.zip)>-
-<Download compatible EMPs (http://forum.shrapnelgames.com/ubbuploads/suicide_junkie/nomadraceEMPs.zip)>-
Visit My Homepage (http://www.geocities.com/hohoho611ca/index.html)
[This message has been edited by suicide_junkie (edited 09 July 2001).]
ZeroAdunn
July 9th, 2001, 06:14 AM
Just swung by the site and the link didn't seem to be working. Is the link just down or I am I just an idiot?
Baal
July 9th, 2001, 06:19 AM
Thank god I'm not the only one. I've tried to get it all day but it either gives me a 404 (not there) error or it says that it is too busy.
ZeroAdunn
July 9th, 2001, 06:44 AM
Keep at it, it took me quite a while but I'm finally getting it.
ZeroAdunn
July 9th, 2001, 07:25 AM
Never mind, can't get it. Seems halfway through the download the site connection was lost.
[This message has been edited by ZeroAdunn (edited 09 July 2001).]
MRH
July 9th, 2001, 06:28 PM
Has anyone got the mod to work. I've tried on two different machines and the game locks up the computer on the opening screen. Using SE4 Ver. 1.41 on W2K.
geoschmo
July 9th, 2001, 06:36 PM
I had the same problem. I took out the four .cur files in the Ultimate/Pictures/Game directory and it works now. My pc has NT4.0, which I know is similer to W2K.
I hadn't had a chance to email Hadrian about it yet, but I saw you were having a similer problem. I hope he doesn't mind me posting this. I wouldn't call it a fix. Just a workaround until he can determine what is causing the problem.
Geoschmo
[This message has been edited by geoschmo (edited 09 July 2001).]
MRH
July 9th, 2001, 08:16 PM
Thanks Geo.
I removed the cursor files and the game loaded fine.
geoschmo
July 9th, 2001, 08:18 PM
Thanks for the confirmation MRH. I emailed Hadrian about it, but haven't heard back yet.
My guess is the cursors are incompatible with the new windows Versions for some reason.
Geoschmo
disabled
July 9th, 2001, 08:59 PM
I can confirm the cursors aren't working.
[ June 15, 2003, 05:47: Message edited by: General Talashar ]
Rich04
July 9th, 2001, 10:32 PM
Got the mod and am trying it out. (It seems to be working fine on my machine.) Still early in the game but the only bug sofar happens when I upgrade a ship design. Some of the ship components get replaced with base shield generators, chaff, anti-fighter cannons, items I could not normally be be able to put on the design. I have seen this before in some of the other mods when they first came out. Perhaps someone who has fixed this problem could let you know how.
I'll let you know if I come across any others.
Cranex
July 10th, 2001, 12:40 AM
All I got was the Hyperion Base Opening
Screen which was nice. I pressed New Game
and it crashed.
Can not find these ".cur" files
I have windows 98
[This message has been edited by Cranex (edited 10 July 2001).]
[This message has been edited by Cranex (edited 10 July 2001).]
disabled
July 10th, 2001, 01:17 AM
I can't get it to Download. http://forum.shrapnelgames.com/images/icons/icon9.gif
[ June 15, 2003, 05:45: Message edited by: General Talashar ]
disabled
July 10th, 2001, 04:07 AM
I deleted the cursors and it works fine now.
[ June 15, 2003, 05:48: Message edited by: General Talashar ]
disabled
July 10th, 2001, 05:32 AM
Forgot to mention, the formations file doesn't load.
[ June 15, 2003, 05:48: Message edited by: General Talashar ]
disabled
August 9th, 2001, 02:19 PM
and the finale pics generate errors
[ June 15, 2003, 05:49: Message edited by: General Talashar ]
Andrés
August 11th, 2001, 05:27 AM
When and where will it be available for download again?
I could never get it.
disabled
August 11th, 2001, 03:30 PM
I tried to get it from SE.org's site, but I found a copy on the PBW too that did download.
[ June 15, 2003, 06:10: Message edited by: General Talashar ]
disabled
August 12th, 2001, 01:33 AM
Bah!
I can't find the link on the PBW anymore.
[ June 15, 2003, 06:11: Message edited by: General Talashar ]
disabled
August 13th, 2001, 10:07 PM
When will the next release be?
[ June 15, 2003, 06:12: Message edited by: General Talashar ]
disabled
August 15th, 2001, 03:28 PM
edit, I already asked when the next patch will be.
[ June 15, 2003, 06:13: Message edited by: General Talashar ]
disabled
August 26th, 2001, 05:28 PM
bump, did you forget about us hadrian?
[ June 15, 2003, 06:14: Message edited by: General Talashar ]
disabled
August 26th, 2001, 07:10 PM
I spoke too soon, check his site everyone! He's uploading to shrapnel it looks like!
[ June 15, 2003, 06:14: Message edited by: General Talashar ]
disabled
August 26th, 2001, 07:31 PM
edit- double post
[ June 15, 2003, 06:15: Message edited by: General Talashar ]
WendellM
August 26th, 2001, 09:16 PM
Hadrian,
Are you typing your filename directly in the attachment text box? If so, you need to click the "Upload your files" link beside it instead. If you're already doing that, then you could email me the file and I'll see if I can help.
------------------
Wendell
Everyday gamer most of the time; advisor as needed
disabled
August 26th, 2001, 09:20 PM
Hadrian, if you email it, CC me a copy too!
[ June 15, 2003, 06:16: Message edited by: General Talashar ]
WendellM
August 26th, 2001, 09:46 PM
11 meg is pretty big, but up to 30 should be OK. I'm uploading an 11-meg test file now, which is taking a while even on a cable modem. Are you waiting for the attachment file manager pop-up to close on its own? If you hit "close" then hit "submit" on the main reply screen you'll get an error since the upload isn't complete (but this may be old news to you). Exactly what message do you get when the file is refused?
disabled
August 26th, 2001, 09:49 PM
*whimper* No mod still...
[ June 15, 2003, 06:17: Message edited by: General Talashar ]
WendellM
August 26th, 2001, 10:08 PM
The 11-meg test upload finished and seemed to go OK. If the Submit button is pressed before the upload is finished, the error message is "Invalid Attachment... clear the attachment field or try uploading your files again. Use your Back button."
Good luck - please reply here if it worked for you or not.
------------------
Wendell
Everyday gamer most of the time; advisor as needed
disabled
August 26th, 2001, 10:10 PM
Yay! I downloaded it! thanks hadrian! thanks wendell for helping hadrian!
[ June 15, 2003, 06:18: Message edited by: General Talashar ]
WendellM
August 26th, 2001, 10:57 PM
It downloaded installed fine; I'm now playing around with it. I thought I should mention, though, that shrapnelgames.com isn't on the "authorized sites" list in the readme file. Well, I'm off to explore it some more - lots to see! http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
disabled
August 27th, 2001, 12:09 AM
So what does that mean? lol. Hadrian broke his own rules on the mod. lol.
[ June 15, 2003, 06:19: Message edited by: General Talashar ]
Mudshark
August 27th, 2001, 04:56 AM
I'm only 10 turns into this MOD, but so far the dynamics are great!! I am more so a lurker, but this mod deserves praise. Well worth the wait. Not to slight the hard work that all of the modders, programers have done to improve this game. You have all earned my respect ( I'm sure there are many lurkers that feel the way I do). Perhaps it is time to make all of the people that add to this game feel that their work is much apprecated??
disabled
August 27th, 2001, 03:00 PM
Mudshark hit it dead on, I feel like I'm playing a totally different SE game now!
[ June 15, 2003, 06:20: Message edited by: General Talashar ]
disabled
August 29th, 2001, 03:11 AM
anything new happen, bump!
[ June 15, 2003, 06:21: Message edited by: General Talashar ]
Mudshark
August 29th, 2001, 03:23 AM
I did fund a bug in the fleet text file for the HouseofAleskanser. it had a formation of close, cluster, or somthing that started with a C. which caused a "not found error", beyond that, this mod is very interesting. I almost feel like I'm re-learning the game.
disabled
August 29th, 2001, 03:34 AM
I got a screenshot of it too, I emailed it to hadrian. It said cluster when there is no cluster.
[ June 15, 2003, 06:22: Message edited by: General Talashar ]
Mudshark
August 29th, 2001, 04:12 AM
Your Right, It was a typo. I'm looking forward to the rest of your mod. The different mounts+diecasting is a bit of a learning curve. The more you modders learn, the better this game gets. I think many of us would have lost interest long ago if it wasn't for all of your contributions
Andrés
August 30th, 2001, 01:52 AM
Q: Are the races in this mod patched?
I already have all those races installed, I have a total of 102 races installed (It’s a shame I can use only 20 in a game)
The easiest way to enable them is by removing the races dir from the mod so the game uses the default races dir, but if AIs are patched to use the mod that would disrupt all AI players.
disabled
August 30th, 2001, 04:59 AM
I don't think any are, Can you confirm Hadrian?
[ June 15, 2003, 06:23: Message edited by: General Talashar ]
Andrés
August 30th, 2001, 06:05 AM
Thanks for the data Hadrian
I have no problem with the emp files, though I’d need to generate more if I want to use some extra race.
If races are not patched, then they are not indispensable to use the mod.
What about putting them in a separate file (they take up almost half of the mod size) so people can have the option to download them or not. If there’s something I don’t like is wasting expensive Online time downloading stuff I already have.
I added a “Savegame” folder, there should be one in every mod so you don’t attempt to load a game in the wrong mod.
disabled
August 31st, 2001, 01:31 AM
Bump, excellent work Hadrian, keep it coming!
[ June 15, 2003, 06:24: Message edited by: General Talashar ]
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