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View Poll Results: How should the SE4X include the Colony Tech Mod 2?
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Yes, include the Colony Tech Mod 2. Only make the stock sets compatible. Players can modify any other sets on their own.
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0 |
0% |
Yes, include the Colony Tech Mod 2, but also make a select number of non-stock ship sets compatible.
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0 |
0% |
Yes, include the Colony Tech Mod 2, but also include a program that will modify ship sets automatically like the program that makes sets compatible with the Pirates & Nomads Mod.
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6 |
75.00% |
No, don't include the Colony Tech Mod 2. Incomatibility with downloaded ship sets would be too big a problem.
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2 |
25.00% |
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March 2nd, 2007, 01:10 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
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Re: SE4X Colonization vs. Compatability Poll
Eh?
Shipsets aren't going to be affected by the mod.
The AIs might.
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March 2nd, 2007, 01:15 AM
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Shrapnel Fanatic
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Re: SE4X Colonization vs. Compatability Poll
SJ:
There really is no disparity between shipsets and AIs... every AI has to have a shipset, afterall. There are certainly shipsets without AIs, but they don't matter regarding this issue.
Urendi:
It is trivial to write a program that will update all the shipsets installed in the mod to work with whatever system you go with. Its just a lookup in AI_General, then a find/replace in AI_Research. People would just have to remember to run it after adding new shipsets. 
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March 2nd, 2007, 03:07 PM
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Major
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Re: SE4X Colonization vs. Compatability Poll
Quote:
Imperator Fyron said:
Urendi:
It is trivial to write a program that will update all the shipsets installed in the mod to work with whatever system you go with. Its just a lookup in AI_General, then a find/replace in AI_Research. People would just have to remember to run it after adding new shipsets.
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I know the operation is simple, but I'm no programmer. At least not since High School. I suppose I could write a DOS program in QBasic, but then nobody would use it. I'll just have to track down someone who can write it in a newer language that can be used by Windows.
I'm actually leaning towards the program option myself. Especially since it opens the door to other additions to the SE4X mod that would not be possible if it had to be compatible with unmodified AI.
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March 2nd, 2007, 05:55 PM
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Major
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Re: SE4X Colonization vs. Compatability Poll
UM, you may find VBScript suitable for your task, since you're familiar with QBasic.
And VBScript's natively supported in Windoze via WSH without compilation bothering.
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March 2nd, 2007, 06:02 PM
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General
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Re: SE4X Colonization vs. Compatability Poll
Really? What kinds of scripts can you write in VBscript that will "just run" against Windows? What's this WSH thingy? Windows shell? Is that new to Vista?
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March 2nd, 2007, 06:20 PM
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Shrapnel Fanatic
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Re: SE4X Colonization vs. Compatability Poll
Every version of windows came with at least a few versions of VB runtimes. 2k/xp have something like VB6, or whatever the last non-.NET version was.
Note that there is absolutely no reason why such an application would need a GUI. There is nothing for the user to interact with. All it needs to do is scan through and adapt each set of AI files. A simple command line utility than can be double-clicked in explorer is all that you need. Anything else is a waste of time and overkill, IMO.
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