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  #1  
Old April 3rd, 2001, 10:41 PM
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geoschmo geoschmo is offline
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Default Re: FYI - TDM ModPack 1.70 Posted

As requested, the settings.txt file modified to allow the new races to be used in the mod pack.

I have also included the original settings.txt file that came with TDM_Modpack ver 1.70 to allow you to go back if you want.

The only difference in these two files is that the first six race names in the list of "Quick Start Styles" have been replaced with the six new races from the ModPack.

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  #2  
Old April 3rd, 2001, 11:40 PM
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Default Re: FYI - TDM ModPack 1.70 Posted

Here is a settings file that contains all the orginal 16 races plus all the races in the mod pack as quick picks. that is a total of 22 races.
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  #3  
Old April 4th, 2001, 03:26 AM
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Default Re: FYI - TDM ModPack 1.70 Posted

Ok, I'm worried....

I started a new game using mod pack 1.70, small quad, medium bonus, no neutrals, and there are 18 other races besides myself. Very snug!

I modified the quadtypes.txt to eliminate all the dead systems, but I had the misfortune to start out in a trinary star system with only two colonizable planets, one tiny and one medium, neither my apmosphere type.

Right away I sent out a scout to the next system over and there's a beautiful huge, oxygen rock planet, just what I need. Only problem is to the right is the Sergetti home system and to the left is the Darlok home system, both of which have claimed this system of course.

It's very early in the game but I am already getting the feeling that neither one of them likes me very much.

I did manage to make nice with the Sallega and the Toron, but they are both on the other side of the Sergetti system, so I don't think they are going to be much help, even if I could talk them in to fighting with me, which I doubt.

It's turn 17 and I am 18th out of 19 in score. I am trying my best to stay out of any wars. I don't think I have the resource base to survive an open conflict yet.

This could get very interesting...

Geo
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Old April 4th, 2001, 02:57 PM

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Default Re: FYI - TDM ModPack 1.70 Posted

Any chance of adding SJ's "Is a pirate"/"Is not a pirate" racial traits to the next cut?

I appreciate that the components & facilities that he's added might not be in keeping with the ModPack ethos but would be nice to at least have pirate compatible .emp files.

(That way only one person - you - has to go through the tedious process of saving randomly generated .emps. Maybe MM can address this in the next patch?)

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Old April 5th, 2001, 08:56 AM
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Default Re: FYI - TDM ModPack 1.70 Posted

quote:
Any chance of adding SJ's "Is a pirate"/"Is not a pirate" racial traits to the next cut?

I appreciate that the components & facilities that he's added might not be in keeping with the ModPack ethos but would be nice to at least have pirate compatible .emp files.



Have you posted your request for pirate compatible EMP files over in the Pirate thread or emailed SJ about creating them?

The pirate racial mod sounds pretty interesting. But I don't think it belongs in TDM. The main defining principle of TDM is that it gets the best mileage out of the AI files without adding new technologies or modifying existing components or facilities.

[This message has been edited by raynor (edited 05 April 2001).]
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  #6  
Old April 6th, 2001, 01:42 AM

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Default Re: FYI - TDM ModPack 1.70 Posted

Just as I would like to see the TDM-Mod pack included as part of the game, I would like to see the Pirate mod added also. It adds a new way of playing the game without changing the basic game.
I think it would be extremely difficult to make an AI play as a Pirate, so the AI programing would be minimal. The only part of the AI that would need to be changed would be adding the not a pirate trait, which only allows the AI access to all the current technology.The game changes would come into play only if you chose the Pirate trait.



[This message has been edited by Nitram Draw (edited 05 April 2001).]
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Old April 6th, 2001, 01:59 AM

Prostetnic Vogon Jeltz Prostetnic Vogon Jeltz is offline
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Default Re: FYI - TDM ModPack 1.70 Posted

quote:
Originally posted by raynor:
Have you posted your request for pirate compatible EMP files over in the Pirate thread or emailed SJ about creating them?


I'm more concerned about the pirate ".emp" files being TDM compatible to be honest.

The simplest way to ensure this would be to incorporate the racial trait into TDM (but none of the new facilities or components).

Is backwards TDM/MM ".emp" file compatibility something you're trying to preserve and would adding a new trait destroy it? (i.e. would the game throw out .emp files containing an undefined trait?)
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