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				June 3rd, 2002, 04:04 AM
			
			
			
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				 Recently "Assimilated" SEIV Players 
 Help!!
 I have just discovered SEIV and I am running SE4 v1.49. I have become "assimilated" - work, eat, sleep, play SEIV! Some of you may remember Sierra's Space Bucks years ago.
 
 Anyway, I am fairly computer literate, but not in the area of programming. Regarding Mods, I need all the help I can get. I am still confused about them. Exactly what is a mod? Is a mod simply a differnt race added to the playable SE game, is it an SE game in itself, how do I install and/or use a new mod, and finally, are mods SEIV/SEIV Gold specific, i.e., are mods designed to only play in a certain Version of SEIV/SEIV Gold (I found the Borg Mod on the Forum stating it was for SEIV Gold Version whatever - so does that mean this mod only works with that Version of SEIV Gold or can I use it with my SEIV v1.49?).
 
 I consider myself reasonably intelligent, but do better if things are spelled-out in a clear, simple and step-wise way.
 
 Can one of you SEIV veterans out there help me with this, either with a personal email or with links to Mod know-how.
 
 Thanks, UnusualData.
 
 [ June 03, 2002, 04:13: Message edited by: UnusualData ]
 
			
			
			
			
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				June 3rd, 2002, 05:30 PM
			
			
			
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				 Re: Recently "Assimilated" SEIV Players 
 Hi, welcome aboard! 
A Mod alters SE4 by either redoing its basics (tech tree, components, facilities) (like the Proportion Mod or Pirates & Nomads) and/or by adding new (AI) races (like the TDM-ModPack). You can find these and other Mods (Gold) at http://www.shrapnelgames.com/cgi-bin...ubb=forum;f=50  (i.e. at the top of this board) and (Classic) http://www.shrapnelgames.com/scenariosold.htm.  There are some web sites that offer additional races (have a look at the sticky thread at the top of this board "Most visit websites"). 
Most of the time you just copy the Mod to a separate folder beneath your SE4 folder (like C:\Games\SE4\MyMod). After this you have to adjust your path.txt to have the mod folder included. Most Mods do provide a path.txt for this or come with the SE4ModLauncher that will make it much easier to handle several mod folders. 
Most of the time a Mod can only be used for the specified SE4 Version or later mentioned in the readme.txt of the Mod. Gold Mods will not work with classic SE4.
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				June 3rd, 2002, 06:10 PM
			
			
			
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				 Re: Recently "Assimilated" SEIV Players 
 As for a quick advice (take it if you want !        : begin by playing and studying existing mods, there are no written mod guide (AFAIK).
 
Quick survey of the most famous mods :
 
* start with TDM Modpack : this one doesn't change any game data, it only gives more races to play and makes AI more challenging (better scripts)     
* Want more techs/stuff to play with ? Go for DevNull mod (techs, components, Monsters) and Pirates&Nomads (new racial traits, special Piratic and Nomadic races that play differently) 
Both use "Quasi Newtonian Movement" (more weight need more engines...) which is IMO the greatest thing since sliced bread     
* Then if you are for a change in the basic economy/colonization model try Proportions : it's kind of a new game in itself !      
* And Last a good "mixed" mod between Proportions and DevNull : Derek's mod
 
There are also some SciFi themes nice mods : 
* Trek Mod is a Trekkie "dress" for the game 
* B5 mod is an heavily modded game, totally devoted to B5 universe, but is in beta stages 
* SciFi Crossover Mod adds simultaneously Trek, SW, and B5 themes - but is also a WIP.
 
Sorry if I forgot some ... That's the one I have at least played a bit !     [ June 03, 2002, 17:13: Message edited by: PDF ]
			
			
			
			
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				June 3rd, 2002, 08:08 PM
			
			
			
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				 Re: Recently "Assimilated" SEIV Players 
 The Gold Version manual has a chapter on modding written by Tampa_Gamer, which was adapted from an on-line article he wrote, but I can't find a link to it at the moment.
 My Hypermaze mod adds a new quadrant type; the link in my sig points to the v1.49-compatible Versions.
 
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				June 3rd, 2002, 11:48 PM
			
			
			
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				 Re: Recently "Assimilated" SEIV Players 
 Does this answer any of your questions.  I have a pvt message from you asking the same stuff. 
Just post away and people will get back to you...
 
take care   
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				June 4th, 2002, 01:51 AM
			
			
			
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				 Re: Recently "Assimilated" SEIV Players 
 Mods are replacement data files.  They get placed in a subfolder of SE4SE4 directory with mods installed 
Mod folders, such as imagemod, Piratesmod, SJmods, and TDM, in the example above should have the same structure as the plain SE4 directory.
 
IE:  inside "Piratesmod", there will be a "Data" folder, and a "Savegame" folder, and an "empires" folder.
 
All of the altered datafiles go into "piratesmod\data", and altered empire designs go into "piratesmod\data"
 
=======================
 
PS:  Are you mainly concerned with installing and playing mods, or are you interested in creating one?
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				June 5th, 2002, 03:15 AM
			
			
			
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				 Re: Recently "Assimilated" SEIV Players 
 
	That's a typo.Quote: 
	
		| altered empire designs go into "piratesmod\data" |  
 .emp files would go in piratesmod/empires
				__________________Cap'n Q
 
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				June 5th, 2002, 03:43 AM
			
			
			
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				 Re: Recently "Assimilated" SEIV Players 
 Unusual Data...I'm glad to see you took my advice...see how helpful our community is?!
 In regards to your e-mail, the TNG Mod has no specific date of release but hopefully sooner than later.  It's not so much in just the data changes but also playtesting and graphics.
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				July 3rd, 2002, 11:32 PM
			
			
			
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				 Re: Recently "Assimilated" SEIV Players 
 
	That's a typo.Quote: 
	
		| Originally posted by capnq: 
 quote:altered empire designs go into "piratesmod\data"
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 .emp files would go in piratesmod/empires
 That's a typo.
 
 .emp files would go in piratesmod\empires
 
 unix-hippie
 
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				July 4th, 2002, 04:34 AM
			
			
			
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				 Re: Recently "Assimilated" SEIV Players 
 If you're a UNIX geek, the "\" is a typo, even in Windows. ;-) 
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