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View Full Version : Ultimate Strategies Mod - Suggestions Wanted!


Fyron
February 3rd, 2002, 10:15 PM
I am making a collection of all available Formations and Movement/Firing strategies. This is going to work somewhat similar to the Images Modpack.

So far, this collection will include the following files:

Formations.txt
Default_AI_Strategies.txt

This is what I have at this point:

Formations.txt (http://forum.shrapnelgames.com/newuploads/1011027620.txt)

I am going to make a credits.txt for this as soon as I get a chance to.

If you want to submit stuff to this collection, please do so.

Any original submission is accepted, assuming that it:
</font> <font size="2" face="sans-serif, arial, verdana">is reasonably neat. (To make the compilation easier)</font> <font size="2" face="sans-serif, arial, verdana">contains an appropriate credit.txt. (Indicating any parties who should be credited with the work)</font><font size="2" face="sans-serif, arial, verdana">

[ July 30, 2004, 07:15: Message edited by: Imperator Fyron ]

Fyron
February 6th, 2002, 01:02 AM
BUMP

Val
February 7th, 2002, 01:14 AM
3WFormation.txt (http://forum.shrapnelgames.com/newuploads/1013037124.txt)

I'll try to make some more later http://forum.shrapnelgames.com/images/icons/icon12.gif

Fyron
December 24th, 2002, 01:03 AM
I am going to resurrect this mod. http://forum.shrapnelgames.com/images/icons/icon7.gif

Ultimate Strategies Mod v1.00.00

New Mod!

This mod makes alterations to the strategies and formations in SEIV Gold. The goal is to expand upon the strategic choices available to the player.

Because formations are controlled by a data file and not changeable from within the game, this mod will allow PBW and PBEM Users to play otherwise normal games with custom formations.

This mod also modifies the DefaultColonyTypes and DefaultDesignTypes files, to create more variety in the default selections.

USMv10000.zip (http://forum.shrapnelgames.com/newuploads/1040684472.zip) - a 123 KB download

Here's the Readme:

Readme.txt (http://forum.shrapnelgames.com/newuploads/1040684523.txt)

New sumbissions (especially to the Strategies) are always welcome (and somewhat needed http://forum.shrapnelgames.com/images/icons/icon12.gif ).

Puke
December 24th, 2002, 01:50 AM
updated my old formation:

PUKE
0000000001111111111
1234567890123456789
01
02
03
04
05
06 L3 6 9 B GJX
07 M 5 O Q S V
08 14 P R T E HKY
09 N 7 A UD W
10 2 8 C F ILZ
11
12
13
14
15
16
17
18
19

Name := PUKE
Description := Puke's "Parade of Victory" Formation
Leader Position Xpos := 2
Leader Position Ypos := 6
Leader Design Type := Any
Number of positions := 35
Position 1 Xpos := 2
Position 1 Ypos := 8
Position 1 Type := Any
Position 2 Xpos := 2
Position 2 Ypos := 10
Position 2 Type := Any
Position 3 Xpos := 3
Position 3 Ypos := 6
Position 3 Type := Any
Position 4 Xpos := 3
Position 4 Ypos := 8
Position 4 Type := Any
Position 5 Xpos := 4
Position 5 Ypos := 7
Position 5 Type := Any
Position 6 Xpos := 7
Position 6 Ypos := 6
Position 6 Type := Any
Position 7 Xpos := 7
Position 7 Ypos := 9
Position 7 Type := Any
Position 8 Xpos := 8
Position 8 Ypos := 10
Position 8 Type := Any
Position 9 Xpos := 9
Position 9 Ypos := 6
Position 9 Type := Any
Position 10 Xpos := 9
Position 10 Ypos := 9
Position 10 Type := Any
Position 11 Xpos := 12
Position 11 Ypos := 6
Position 11 Type := Any
Position 12 Xpos := 12
Position 12 Ypos := 10
Position 12 Type := Any
Position 13 Xpos := 13
Position 13 Ypos := 9
Position 13 Type := Any
Position 14 Xpos := 14
Position 14 Ypos := 8
Position 14 Type := Any
Position 15 Xpos := 14
Position 15 Ypos := 10
Position 15 Type := Any
Position 16 Xpos := 17
Position 16 Ypos := 6
Position 16 Type := Any
Position 17 Xpos := 17
Position 17 Ypos := 8
Position 17 Type := Any
Position 18 Xpos := 17
Position 18 Ypos := 10
Position 18 Type := Any
Position 19 Xpos := 18
Position 19 Ypos := 6
Position 19 Type := Any
Position 20 Xpos := 18
Position 20 Ypos := 8
Position 20 Type := Any
Position 21 Xpos := 18
Position 21 Ypos := 10
Position 21 Type := Any
Position 22 Xpos := 2
Position 22 Ypos := 7
Position 22 Type := Any
Position 23 Xpos := 2
Position 23 Ypos := 9
Position 23 Type := Any
Position 24 Xpos := 7
Position 24 Ypos := 7
Position 24 Type := Any
Position 25 Xpos := 7
Position 25 Ypos := 8
Position 25 Type := Any
Position 26 Xpos := 9
Position 26 Ypos := 7
Position 26 Type := Any
Position 27 Xpos := 9
Position 27 Ypos := 8
Position 27 Type := Any
Position 28 Xpos := 12
Position 28 Ypos := 7
Position 28 Type := Any
Position 29 Xpos := 12
Position 29 Ypos := 8
Position 29 Type := Any
Position 30 Xpos := 12
Position 30 Ypos := 9
Position 30 Type := Any
Position 31 Xpos := 17
Position 31 Ypos := 7
Position 31 Type := Any
Position 32 Xpos := 17
Position 32 Ypos := 9
Position 32 Type := Any
Position 33 Xpos := 19
Position 33 Ypos := 6
Position 33 Type := Any
Position 34 Xpos := 19
Position 34 Ypos := 8
Position 34 Type := Any
Position 35 Xpos := 19
Position 35 Ypos := 10
Position 35 Type := Any

Fyron
December 24th, 2002, 01:53 AM
Could you upload it in a text file instead, to preserve the spaces?

Fyron
December 25th, 2002, 03:51 AM
I am the thing that goes BUMP in the night.

Skulky
December 28th, 2002, 02:47 AM
Great idea. Sadly, i have not one good strategy for it http://forum.shrapnelgames.com/images/icons/icon9.gif

Fyron
December 30th, 2002, 11:27 AM
Yeah, I don't have many either. I was hoping some people would be willing to help out. http://forum.shrapnelgames.com/images/icons/icon7.gif

LostCommander
December 30th, 2002, 08:29 PM
Nice. http://forum.shrapnelgames.com/images/icons/icon7.gif Not sure what one COULD do about the strategies though. I never use them myself (addicted to tactical combat, I want to SEE the enemy get crushed, hehe).

Puke
December 30th, 2002, 09:14 PM
there are only a few stratigies i use

passive blocade (dont fire on non-combattants or planets)
active blocade (dont fire on planets)
stand-off (max range/dont get hurt)

I also have some variants on capture planet, capture ship, and ram.

Fyron
December 30th, 2002, 09:44 PM
Well, post them then! http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron
January 4th, 2003, 04:30 AM
I am the thing that goes BUMP in the night.

Gwaihir
January 8th, 2003, 12:21 AM
But you can't do tactical in PBW. And tactical is unfair to the AI, because no matter how good a strategy someone gave the AI, you can analyze it and kick the pants off the poor computer even when fairly outnumbered. At least its better than SE3, though, where you could win consistently with 2 to 1 and sometimes with as bad as 3 to 1 odds against you (not counting the madness when you have better ship designs). However, the AI gameplay is much better in SEIV, i have to hand it to Aaron. A human player willing to spend the time to micromanage should in general beat the AI, at least when the playing field is level and the human has played enough to be familiar. Every strategy has a weakness, and the AI is not quite dynamic enough to adapt to someone exploiting its weak points.

Edit: this was in response to LostCommander

[ January 07, 2003, 22:22: Message edited by: Gwaihir ]

Fyron
January 8th, 2003, 02:06 AM
Gwaihir, you could post some new strategies that have different weaknesses then. http://forum.shrapnelgames.com/images/icons/icon7.gif Or maybe some that exploit these weaknesses in the default strategies. And besides, playing against Humans is a lot more fun than against AIs. Humans are capable of responding to your strategies. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron
January 11th, 2003, 06:45 AM
Ultimate Strategies Mod v1.00.01

New Version!

This mod makes alterations to the strategies and formations in SEIV Gold. The goal is to expand upon the strategic choices available to the player.

Because formations are controlled by a data file and not changeable from within the game, this mod will allow PBW and PBEM Users to play otherwise normal games with custom formations.

This mod also modifies the DefaultColonyTypes and DefaultDesignTypes files, to create more variety in the default selections.

USMv10001.zip (http://forum.shrapnelgames.com/newuploads/1042260177.zip) - a 124 KB download

Here's the Readme:

Readme.txt (http://forum.shrapnelgames.com/newuploads/1042260252.txt)

Fyron
January 15th, 2003, 10:17 AM
And who let this one slip to the second page? http://forum.shrapnelgames.com/images/icons/icon6.gif

Fyron
January 18th, 2003, 09:31 AM
Which AIs have heavily modded Strategies?

Fyron
January 27th, 2003, 11:33 PM
Ultimate Strategies Mod v1.01.00

New Version!

This mod makes alterations to the strategies and formations in SEIV Gold. The goal is to expand upon the strategic choices available to the player.

Because formations are controlled by a data file and not changeable from within the game, this mod will allow PBW and PBEM Users to play otherwise normal games with custom formations.

This mod also modifies the DefaultColonyTypes and DefaultDesignTypes files, to create more variety in the default selections.

USMv1.01.00.zip (http://forum.shrapnelgames.com/newuploads/1043703080.zip) - a 126 KB download

Here's the Readme:

Readme.txt (http://forum.shrapnelgames.com/newuploads/1043703097.txt)

Fyron
July 21st, 2003, 03:12 AM
How to use strategies in a game using unmodded SE4 or a different mod that does not have the racial traits or characteristics modded:

Create your empire with USM loaded up. Then, start the game. Hit the end turn button. Then, go to the file menu and save your empire file. Now, it will save all the custom design types, repair priorities, and strategies with your empire file.

[ July 21, 2003, 02:14: Message edited by: Imperator Fyron ]

Loser
July 21st, 2003, 07:36 PM
Originally posted by Imperator Fyron:
Now, it will save all the custom design types, repair priorities, and strategies with your empire file.<font size="2" face="Verdana, Helvetica, sans-serif">Sweet.

Fyron
August 22nd, 2003, 09:25 AM
Any new formations or strategies?

Fyron
January 10th, 2004, 01:33 AM
There have not been quite enough discussions of strategies themselves on these forums of late... so, lets start up some discussion. What is a good setup for a strategy that you have discovered (and the situation(s) it is used in)? Are there any strategies in this mod that you think are crap and need improvement? How so? If you are one of the few people that have actually used this mod (even if it is in another mod that this has been incorporated into), which strategies have you found to be useful, and how?

[ January 09, 2004, 23:34: Message edited by: Imperator Fyron ]

Fyron
January 10th, 2004, 09:38 PM
Bumpy bumpy.

Grandpa Kim
January 10th, 2004, 11:20 PM
Fyron, I have used some of the strategies in the mod and they work both better and worse than expected.

Personally I have had good luck moving from point blank to max range as the situation dictates.

In one game I was getting creamed while using point blank. A quick analysis showed I was hitting almost every shot, but my opponent was hitting well too. Not as often as me, but because of the designs we were using he was winning the battles. By moving to max range, I was still hitting about half the time, but he was hardly hitting at all! This turned the tide in future battles.

One strategy I am not happy with is "Avoid". I designed this one so I won't be stepping on any toes when I criticize it. This strat is designed to let an unarmed ship flee battle unless it is cornered and has no choice. It should head to the corner and stay there until the enemy closes in and it has nowhere to go. It should then attempt to ram.

It doesn't work! If a ship with avoid orders is at a disadvantage-- alone, or with other ships but outgunned--, it will not attack. If it has the advantage-- with a strong fleet-- it will stay in the battle and attempt to ram.

This could be a perfect order for a repair ship or minesweeper. A ship you want to keep, but no good in battle. It should stay out of the battle and only ram in desperation. But like I said, it doesn't work that way.

One strat I do like is "Satellite". This was designed to get satellites to optimize their shots, by shooting at the nearest target. Since satellites can't move, it behooves them to get their shots in while they can since ships often move into range, then out of range and usually the most dangerous ship to the stack (and easiest to hit) is the nearest ship! Serendipidously this strat works well with any stationary weaponry: weapon platforms and bases.

Recently I have revamped all my strats with a few ideas from USM but mostly my own ideas. The general theme is giving several different strats at each range so the various designs are choosing different targets instead of all shooting at the same ship.

I have also designed a new formation called "Perimiter". It is simply a large circle of ships empty in the center. I designed it for warp point defense. I've only had a few chances to use it but so far the formation is placed so far off center, its purpose is defeated. I will continue trying it to get a better statistical sample.

Fyron
July 29th, 2004, 09:16 PM
Probably about time to update this mod to the 1.91 data files... so, anyone have any suggestions, new strategies/formations, complaints, etc.? Please voice them now!

Fyron
July 30th, 2004, 03:16 AM
Why has this mod been downloaded 404 times (lol nice number) from SE.net, and yet there is so little discussion? http://forum.shrapnelgames.com/images/icons/tongue.gif

Loser
July 30th, 2004, 04:16 AM
Originally posted by Imperator Fyron:
Why has this mod been downloaded 404 times (lol nice number) from SE.net, and yet there is so little discussion? http://forum.shrapnelgames.com/images/icons/tongue.gif <font size="2" face="sans-serif, arial, verdana">404'd (http://www.homestarrunner.com/barschque)

Atrocities
July 30th, 2004, 05:41 AM
The USM is one of the those MUST HAVE MODs. It is just so extremely valuable that games without it are just hurting.

Grandpa Kim
July 30th, 2004, 05:58 AM
The problem is I can't use the mod in most PBW games because the formations are native to the Version being played. Only if the USM mod is being used in the game can you use the USM formations.

Strategies do work perfectly, however I'm using my multiple strats system I talked about a few Posts down the page. It works most wonderfully! http://forum.shrapnelgames.com/images/icons/icon10.gif

Fyron
July 30th, 2004, 06:07 AM
Would you like to submit your custom formations?

If you request that the game use USM before it starts, the custom formations become available.

Fyron
July 30th, 2004, 08:14 AM
Check out the latest news here (http://www.spaceempires.net/home/modules.php?name=News&file=article&sid=123&mode=&order=0&thold=0).

narf poit chez BOOM
July 30th, 2004, 08:16 AM
Thanks goes to Will for helping Fyron out with some javascript problems. <font size="2" face="sans-serif, arial, verdana">Carefull, Fyron. Next thing you know, you'll build a giant death ray and demand 'one meelion dollars!'

Atrocities
July 30th, 2004, 08:20 AM
Aaahhem, that is not very much money in this day and age Evil Doctor Narf.

EDIT: Added the word Evil.

[ July 30, 2004, 07:21: Message edited by: Atrocities ]

narf poit chez BOOM
July 30th, 2004, 08:33 AM
Yes, and beelion has a nice ring to it to.

QBrigid
July 30th, 2004, 02:47 PM
I don't use USM because I like differant strats, for example. I do not want my ships with {optimal range strat} to chase fighters and get pounded by enemy ships.
I dont want my fighters to just bLast planets I only want Planet Bombers to do this. It is not that hard to form a blockaid just give the ships in and that fleet {dont get hurt) and it needs a pure interception ftr vs ftr strat.

It is cool what you have done, but it is not for me and my style of play. It is easier to make my own and save it to an empire.
Question: In a multiplayer game do ALL the DATA files have to be the same. If one likes USM DefaultStrategies.txt data file, do all players have to have the same file in the group?

Slick
July 30th, 2004, 04:12 PM
Admittedly, I am not sure if I downloaded the current Version. The Version I have is somewhat old (1.01.00). My request would be that there be a readme on what each strategy is intended to be used for. Most of the strategy names are self explanatory, but others are not clear to me. Examples of unclear ones to me are: max missile strong, max missile weak, optimal missile strong, optimal missile weak, passive blockade, active blockade, picket, standoff, etc.

Now, based on the names, I can kinda guess at what the strategy is intended to be used for and, of course, I can look at how it is set up. What I'd like to see in the readme is what the strategy is intended to do by the author, how well it works if has been tested, what kind of targets it is good/poor against, and what corresponding ship/fleet strategies should it be used with, again from the author's intent. Knowing this, we could use/edit them appropriatedly.

Slick.

Fyron
July 30th, 2004, 06:05 PM
Question: In a multiplayer game do ALL the DATA files have to be the same. If one likes USM DefaultStrategies.txt data file, do all players have to have the same file in the group? <font size="2" face="sans-serif, arial, verdana">Nope. The DefaultStrategies.txt file is only read when you create your empire file. It is never read after turn 1. You can stick it in any mod and use the strategies from it, even. Then, create your empire. Hit begin game. Process one turn. Save your empire file. This will ensure that you get the custom strategies available in the multiplayer game. If the game is actually using USM, this procedure is unnecessary. It is only needed if the game is using a different mod or no mod.

Originally posted by Slick:
Admittedly, I am not sure if I downloaded the current Version. The Version I have is somewhat old (1.01.00). <font size="2" face="sans-serif, arial, verdana">That is the most recent Version.

Now, based on the names, I can kinda guess at what the strategy is intended to be used for and, of course, I can look at how it is set up. What I'd like to see in the readme is what the strategy is intended to do by the author, how well it works if has been tested, what kind of targets it is good/poor against, and what corresponding ship/fleet strategies should it be used with, again from the author's intent. Knowing this, we could use/edit them appropriatedly.<font size="2" face="sans-serif, arial, verdana">Most of the strategies were borrowed from other mods or from various AI files, so I do not really know the author's intents. I will try to whip something up, but it will take some time. Anyone want to volunteer to take a few strategies to test out and write such reports on?

Kana
July 30th, 2004, 06:17 PM
Nope. The DefaultStrategies.txt file is only read when you create your empire file. It is never read after turn 1. You can stick it in any mod and use the strategies from it, even. Then, create your empire. Hit begin game. Process one turn. Save your empire file. This will ensure that you get the custom strategies available in the multiplayer game. If the game is actually using USM, this procedure is unnecessary. It is only needed if the game is using a different mod or no mod.<font size="2" face="sans-serif, arial, verdana">So if you don't have USM installed in your folder when you create the Empire file, then you can't add in after the PBW game has started...Is this correct?

Kana

Fyron
July 30th, 2004, 06:34 PM
Essentially. You could still add strategies manually via the in-game strategies window, however. Somewhat of a hassle, so just add the ones you want, when you want them.

JLS
August 1st, 2004, 01:13 AM
Originally posted by Imperator Fyron:
The DefaultStrategies.txt file is only read when you create your empire file. It is never read after turn 1. You can stick it in any mod and use the strategies from it, even. Then, create your empire. Hit begin game. Process one turn. Save your empire file. This will ensure that you get the custom strategies available in the multiplayer game. If the game is actually using USM, this procedure is unnecessary. It is only needed if the game is using a different mod or no mod.
<font size="2" face="sans-serif, arial, verdana">I also use JUST your (USM) DefaultStrategies.txt file copied to the MOD DATA folder I am currently playing - AND IT HAS BEEN GREAT FYRON http://forum.shrapnelgames.com/images/icons/icon12.gif

THANKS http://forum.shrapnelgames.com/images/icons/icon7.gif

[ August 01, 2004, 00:15: Message edited by: JLS ]

Kana
August 1st, 2004, 05:02 AM
I also use JUST your (USM)DefaultStrategies.txt file copied to the MOD DATA folder I am currently playing - AND IT HAS BEEN GREAT FYRON<font size="2" face="sans-serif, arial, verdana">I believe I tried this...I tried to run my PBW game and it said that the date files were not the ones the game was started with. Did you do this to a game alredy in progress?

Kana

Atrocities
August 1st, 2004, 05:04 AM
Fyron how can you expect to improve on something as perfect as this mod?

Fyron
August 1st, 2004, 08:01 AM
Originally posted by Kana:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">I also use JUST your (USM)DefaultStrategies.txt file copied to the MOD DATA folder I am currently playing - AND IT HAS BEEN GREAT FYRON<font size="2" face="sans-serif, arial, verdana">I believe I tried this...I tried to run my PBW game and it said that the date files were not the ones the game was started with. Did you do this to a game alredy in progress?

Kana </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">It only works for new games. However, it should not have done that for the strategies file... did you place the Formations.txt file in there as well?

Originally posted by Atrocities:
Fyron how can you expect to improve on something as perfect as this mod? <font size="2" face="sans-serif, arial, verdana">More formations, more strategies, tweaks to existing stuff to make it better, etc. The mod is far from perfection. http://forum.shrapnelgames.com/images/icons/tongue.gif

Kana
August 1st, 2004, 08:31 PM
Well if it only works with new games...then that is the problem. This is an currently running game. So I can't add these new files then...

Kana

primitive
August 2nd, 2004, 08:04 AM
Well, I'm been *****ing about this before http://forum.shrapnelgames.com/images/icons/icon12.gif

What about a set of formations with Reversed placement?
As it is all formations places the oldest ships in front and the newest in the back. Sometimes the fleet composition is such that the opposite way around would do much better.

Fyron
August 2nd, 2004, 04:11 PM
Hmm... not a bad idea. Any formation in particular, or should I just use a Phalanx formation to get the most ships clustered together as possible?

primitive
August 2nd, 2004, 04:24 PM
Phalnax, Arrowhead and a big (double, triple) wall would cover all my needs. But if only one; the Phalnax would be the best choice http://forum.shrapnelgames.com/images/icons/icon12.gif

Fyron
August 3rd, 2004, 04:29 PM
Any other suggestions/requests/etc.?

Gandalf Parker
August 3rd, 2004, 08:01 PM
Is there a Maximum Spread? Useful for my tiny weaponless ships set to avoid combat. Tactical for just trying to get a ship past a fleet to see whats over there. Make the enemy chase me all over the screen.

[ August 03, 2004, 19:02: Message edited by: Gandalf Parker ]

Fyron
August 3rd, 2004, 09:40 PM
Weaponless ships never start in formation. They get scattered around in the back, in random locations. http://forum.shrapnelgames.com/images/icons/icon9.gif

JLS
August 4th, 2004, 03:20 PM
Originally posted by Imperator Fyron:
It only works for new games. However, it should not have done that for the strategies file... did you place the Formations.txt file in there as well?<font size="2" face="sans-serif, arial, verdana">

SE4 only reads the DefaultStrategies File at the onset of a new game - otherwise it will have no effect.
However, other USM data files will break a multiplayer game with file match error.

- - -

As far as the Formations File and MOST USM DATA files - this *may* be too intrusive when overwritten to another MODS AI.
Moreover, perhaps conflict with most Components and Facilities that will break many MODs outright.

Regarding AI : As long as that AI Player has the Formation that it requires and is unaltered
In most MODS as with se4, the AI will rarely have more then 40 ships in the few Fleets it boasts - Human Players will enjoy a significant advantage with an extremely large and organized fleet. http://forum.shrapnelgames.com/images/icons/icon12.gif

Also to add that Fyrons Formations is a huge improvement for our Multiplayer games http://forum.shrapnelgames.com/images/icons/icon7.gif

[ August 04, 2004, 14:48: Message edited by: JLS ]

JLS
August 4th, 2004, 03:29 PM
Originally posted by Imperator Fyron:
Weaponless ships never start in formation. They get scattered around in the back, in random locations. http://forum.shrapnelgames.com/images/icons/icon9.gif <font size="2" face="sans-serif, arial, verdana">Not if you give them the RAM strat http://forum.shrapnelgames.com/images/icons/icon12.gif

Fyron
August 4th, 2004, 04:03 PM
Originally posted by JLS:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Imperator Fyron:
Weaponless ships never start in formation. They get scattered around in the back, in random locations. http://forum.shrapnelgames.com/images/icons/icon9.gif <font size="2" face="sans-serif, arial, verdana">Not if you give them the RAM strat http://forum.shrapnelgames.com/images/icons/icon12.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Well I was refering to non-combatants, but yes, that is true.

However, other USM data files will break a multiplayer game with file match error.<font size="2" face="sans-serif, arial, verdana">The only actual USM data file that will break mods is Formations.txt. Several eye candy files (e.g: EmpireNames.txt) are modified, which do not affect savegames at all.

As far as the Formations File and MOST USM DATA files - this *may* be too intrusive when overwritten to another MODS AI.
Moreover, perhaps conflict with most Components and Facilities that will break many MODs outright.<font size="2" face="sans-serif, arial, verdana">Such files are from stock SE4, and are not meant to be inserted into other mods... only DefaultStrategies.txt and Formations.txt are, plus possibly the eye candy files.

tesco samoa
August 4th, 2004, 05:03 PM
Primitive all the formations i created is based on the reverse order... but they were squashed due to this reason http://forum.shrapnelgames.com/images/icons/icon12.gif

JLS
August 5th, 2004, 02:19 AM
Suggestion:
Your Adamant Happiness file is awesome - this is well thought out and would be a fine addition to USM.

JLS
August 5th, 2004, 02:50 AM
Originally posted by JLS:
However, other USM data files will break a multiplayer game with file match error.<font size="2" face="sans-serif, arial, verdana"> Origin reply posted by Imperator Fyron:
The only actual USM data file that will break mods is Formations.txt. Several eye candy files (e.g: EmpireNames.txt) are modified, which do not affect savegames at all.
<font size="2" face="sans-serif, arial, verdana">
= = =
ModName:- Ultimate Strategies Mod
Version:- 1.01.00
= = =

Immediate failure of Host MOD and a save from USM File install. This failure to Host MOD from USM would continue even when starting a new game:

CompEnhancement
VehicleSize
TechArea
Facility
Settings
Components
"Formations" - (Exception: Fine for MODs or se4 new game starts and if that MODS AI formation call can be satisfied with USM)
- - - - - -

Potential for Critical error and se4 lockups and with probable lost and irretrievable SAVED games - perhaps as much as 2.9 game years after the file USM was installed to another MOD:

IntelProjects (very low potential)
Events (high potential)

“Eye Candy” (if used) will infact INCREASE the above risk - even when installed to stock se4 saved games http://forum.shrapnelgames.com/images/icons/icon9.gif
- - - - - -

Will intrude on Host MOD when new game is started and may/will break MODs with USM files
RacialTraits
QuadrantTypes
SystemTypes
SectType
PlanetSize
Cultures
StellarAbilityTypes

[ August 05, 2004, 03:48: Message edited by: JLS ]

Fyron
August 5th, 2004, 05:20 AM
Originally posted by JLS:
Suggestion:
Your Adamant Happiness file is awesome - this is well thought out and would be a fine addition to USM. <font size="2" face="sans-serif, arial, verdana">Indeed it would. So would many other modifications out there. However, it would be beyond the scope of the mod. The mod's purpose is to add new strategies and formations. Anything else is fluff. The custom eye candy files are fluff, but they do not affect gameplay in any way, so they made the cut. http://forum.shrapnelgames.com/images/icons/icon12.gif

“Eye Candy” (if used) will infact INCREASE the above risk - even when installed to stock se4 saved games [Frown] <font size="2" face="sans-serif, arial, verdana">Depends on what you call eye candy... Generally, eye candy refers to things that will _not_ affect gameplay at all. Unfortunatley, SE4 does not treat things such as component descriptions as eye candy, but instead as hard data.

The files you listed are actually all of those that are _not_ eye candy files. I was not refering to the Eye Candy Mod by Dracus, which mods more than just "eye candy"... "Eye candy" files are those which have no actual affect on gameplay, but instead just provide different/more names for various objects. They are just lists of names. The following files are safe to put into any mod, and will not cause any problems, as they are only ever read when a game is started, _never_ during a game (and they are all modded in USM):

DefaultColonyTypes.txt
DefaultDesignTypes.txt
Demeanors.txt
EmperorNames.txt
EmperorTitles.txt
EmpireNames.txt
EmpireTypes.txt
SystemNames.txt

Not eye candy, but still only read when game is started (most not modded in USM, however), so should be safe to insert into a mod:

DefaultStrategies.txt (is modded in USM)
QuadrantTypes.txt (not modded)
RepairPriorities.txt (is modded)
StellarAbilityTypes.txt (not modded)
SystemTypes.txt (not modded)

The two actual USM data files are Formations.txt and DefaultStrategies.txt. I threw in a bunch of my custom eye candy files just for fun. They can not affect multiplayer savegame compatibility. Any other data files that differ from the stock data files are outdated 1.84 Versions of the files, as I have not yet updated the mod since SE4 1.91 was released.

[ August 05, 2004, 04:29: Message edited by: Imperator Fyron ]

JLS
August 5th, 2004, 08:22 PM
Understood, I was under the impression you were going to use the Events File from {Eye Candy v2.0} by Dracus.
Agreed then - USM is safe for an se4 install for new games only

However, USM would be dangerous to other MODs as per my earlier post. I would like to add the USM specific files that would not break AI Campaign MOD to the AIC Extra Folder as a zip option - so AIC players may enjoy your fine work And without the possible USM install errors.

= = =


Not eye candy, but still only read when game is started (most not modded in USM, however), so should be safe to insert into a mod:

QuadrantTypes.txt (not modded)
RepairPriorities.txt (is modded)
StellarAbilityTypes.txt (not modded)
SystemTypes.txt (not modded)

<font size="2" face="sans-serif, arial, verdana">NOTE: These files will not break another MOD; however, will very much intrude on the Hosts MOD with an overwrite change in DATA; moreover, goes way beyond the "scope" that you refered to.
Also to mention (USM RepairPriorities.txt) may not be in the AI Players best interests.

[ August 05, 2004, 20:09: Message edited by: JLS ]

Fyron
August 5th, 2004, 09:15 PM
Originally posted by JLS:
However, USM would be dangerous to other MODs as per my earlier post. <font size="2" face="sans-serif, arial, verdana">Only if using the unmodded files in USM...

I would like to add the USM specific files that would not break AI Campaign MOD to the AIC Extra Folder as a zip option - so AIC players may enjoy your fine work And without the possible USM install errors.<font size="2" face="sans-serif, arial, verdana">Why not just build it in directly? The couple of extra formations in AIC can be added to the USM file. The only change to the stock strategies is that ships always break formation with USM strategies, which is better than staying in formation and losing dozens of chances to fire at the enemy.

moreover, goes way beyond the "scope" that you refered to. <font size="2" face="sans-serif, arial, verdana">Which is why I did not mod them... except for RepairPriorities.txt, which technically is a strategy... http://forum.shrapnelgames.com/images/icons/icon12.gif

Also to mention (USM RepairPriorities.txt) may not be in the AI Players best interests.<font size="2" face="sans-serif, arial, verdana">Yes it is. The only change is that construction components are repaired first, so that repairs happen faster overall. Everything else is in the stock order. How does this not help the AI?

JLS
August 6th, 2004, 02:28 AM
Originally posted by Imperator Fyron:
Why not just build it in directly? The couple of extra formations in AIC can be added to the USM file. The only change to the stock strategies is that ships always break formation with USM strategies, which is better than staying in formation and losing dozens of chances to fire at the enemy. <font size="2" face="sans-serif, arial, verdana">Not all players wanted the USM Files http://forum.shrapnelgames.com/images/icons/confused.gif

Will do formations as you recommend - however as a zip option, this is a good compromise for all Players. http://forum.shrapnelgames.com/images/icons/icon12.gif


Construction Components are repaired first, so that repairs happen faster overall. Everything else is in the stock order. How does this not help the AI? <font size="2" face="sans-serif, arial, verdana">Agreed http://forum.shrapnelgames.com/images/icons/icon12.gif

http://forum.shrapnelgames.com/images/icons/icon7.gif