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3HattedDragon
March 6th, 2003, 06:28 AM
From the TDM readme:

INSTALLING OTHER MODS
=====================

If you want to use other Mods while playing the TDM-ModPack, make sure to install all other MODs you download into the "TDM-ModPack" folder and do not edit or override the "Path.txt" in your Space Empires IV folder. Following these instructions makes sure you don't cripple your ModPack installation involuntarily. BEWARE: Overriding any files in the "TDM-ModPack" folder may disrupt your ModPack installation!
<font size="2" face="Verdana, Helvetica, sans-serif">Doesn't this defeat the whole purpose of the Mod Launcher? If I install everything into the TDM directory (so far the only other mod I have installed is AST), I can't select it from the launcher. Why would I want to install other mods into the TDM directory?

As you can probably tell, I'm a newbie, my copy just arrived today http://forum.shrapnelgames.com/images/icons/icon7.gif

Phoenix-D
March 6th, 2003, 06:35 AM
"Doesn't this defeat the whole purpose of the Mod Launcher? If I install everything into the TDM directory (so far the only other mod I have installed is AST), I can't select it from the launcher. Why would I want to install other mods into the TDM directory? "

Because then you can run those mods and TDM at the -same time- in the same game.

Phoenix-D

3HattedDragon
March 6th, 2003, 06:45 AM
Ok, but as I understand it, the TDM mod alters the AI for a specific set of races, while the AST mod adds it's own set of races. Assuming I just wanted to play a game with the AST races, there's no reason I would want to have TDM running too, right? I guess the only reason I would want to combine them is if I wanted to have a game with a mix of races from the two mods?

I guess I have a lot to learn, thanks for your patience http://forum.shrapnelgames.com/images/icons/icon7.gif I can see this getting more complicated when I throw in pirates&nomads and proportions... http://forum.shrapnelgames.com/images/icons/confused.gif

Captain Kwok
March 6th, 2003, 06:57 AM
Cessna:

Mods like the ASTmod should not be combined with the TDM modpack because they are fundamentally different...but using the TDM modpack with Fyron's Quadrant Mod is a good way to spice up the universe, or Deathstalker's Mount Mod for example. They only alter a few files and do not require any special changes to the AI files, so the TDM AIs work fine in those mods.

JLS
March 6th, 2003, 07:15 AM
List of compatible MODs
=======================
The following MODs are compatible with the TDM-ModPack:

MOD Name: Capnq's Hypermaze Mod
Creator: Capnq
Tested Version: 1.1
Distribution File Name: Hypermaze11.zip
and
Distribution File Name: HypermazeLite11.zip

MOD Name: Daynarr's Quadrant Mod
Creator: Daynarr
Tested Version: 1.1
Distribution File Name: DaynarrsQuadrantMod1-1.zip

MOD Name: Research and Design Creation
Creator: God Emperor
Tested Version: 1.27c
Distribution File Name: Research_DesignCreation_v127c.zip

MOD Name: Tampa_Gamer Sound Mod
Creator: Tampa_Gamer
Tested Version: 1.40
Distribution File Name: Tampa_GamerSounds1_40.zip
~~~
AST, pirates&nomads, AI Campaign and Proportions may not work with TDM but as you can see there are a lot other neat add ons! http://forum.shrapnelgames.com/images/icons/icon12.gif

[ March 06, 2003, 05:24: Message edited by: JLS ]

3HattedDragon
March 6th, 2003, 07:44 AM
Thanks for the info Captain Kwok and JLS. I also just found 'Article-HowToIdentifyModConflictsArticle.zip' on the CD, which I should probably read.

Fyron
March 6th, 2003, 07:53 AM
Actually, TDM will work with P&N, as long as you get the converter program SJ wrote that converts any AI written for the normal unmodded game (like the TDM AIs) to work under P&N. http://forum.shrapnelgames.com/images/icons/icon7.gif You can get it from *SJ's web site* (http://www.geocities.com/hohoho611ca/).

[ March 06, 2003, 05:58: Message edited by: Imperator Fyron ]