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View Full Version : Culture Mod


Jourin
November 30th, 2001, 07:13 PM
Val wrote
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Liked your cultures mod a lot! I was working on something similar for our Babylon 5 Mod, but yours is quite a bit more balanced. Would you mind if we included your Cultures file in the Mod? We may add “Hive Mind” and “Nomads” as well.
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Thanks, and yes you can use it. Feel free to change the numbers. My goal was to provide a means to balance the cultures (see Excel spreadsheet) and make neutral culture a playable choice. I was not trying to come up with the perfect set of numbers since not everyone would agree.

Val
November 30th, 2001, 09:15 PM
Thanks http://forum.shrapnelgames.com/images/icons/icon7.gif

Antra
May 28th, 2003, 12:43 AM
..and I'm going to revive this topic because I have no clue where else to ask and would rather not make a new thread http://forum.shrapnelgames.com/images/icons/icon12.gif . Jourin, has there been any changes to SE4G either in patches or in your own view of things, that would invalidate the cultures mod that was included on the gold CD? I like it -- I like it a lot -- but I wonder if it might cause problems with newer mods/patches? Balance issues, really, not code stuff.

Fyron
May 28th, 2003, 12:46 AM
If you just used the modified files (which I think was only Cultures.txt for this mod, though you should check), then there will be no problem. There were changes to a number of files, but most of them are optional additions that will be treated as default if they are not in the files (such as the settings.txt and mount changes).