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January 10th, 2001, 09:18 PM
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Sergeant
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Join Date: Oct 2000
Location: Winnetka, CA, USA
Posts: 357
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Re: Darloks 1.30 Posted (finally)
The computer uses the races I have downloaded all the time. I have 5 or 6 races and 3 or 4 neutral races that I have downloaded. I just made the txt files for the ones that didn't have them already and the computer will randomly select races from the \SEIV\pictures\races folder. If there is missing information you will get errors however so you have to make sure that all txt files are in place and they are compatable with the latest patch.
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January 11th, 2001, 12:35 AM
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Private
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Join Date: Dec 2000
Location: Harrisburg,PA,USA
Posts: 26
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Re: Darloks 1.30 Posted (finally)
Hey TampaGamer, any plans for other Moo or Moo2 races? I know that two of my personal Favorites were the Mrrshan and the Bulrathi. It would be rally great if we could get more of those old great races created and interact with the SE4 default races and all of the cool mods out there. Imagine the Intelligence wars that could occur between the Darloks and the Romulans for example.
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Vir! You have made a mess of this post once again, now give me a large cup of brivari so that I may begin to forget the bad times and remember the glory of the great Centauri Republic.
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Vir! You have made a mess of this post once again, now give me a large cup of brivari so that I may begin to forget the bad times and remember the glory of the great Centauri Republic.
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January 12th, 2001, 02:13 AM
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Captain
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Join Date: May 2000
Location: Tampa, FL USA
Posts: 862
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Re: Darloks 1.30 Posted (finally)
Could be, but probably not until another patch is out. As it stands, I want to tweak the Darlok a bit more. In the next week, the Darlok AI files (updated with somet weaking I have done to the ships designs and construction queue) will be combined into Voidhawk's shipset and a special speech file created for them by Nyx.
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No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country.
-General George S. Patton
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January 12th, 2001, 02:56 AM
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Corporal
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Join Date: Sep 2000
Posts: 104
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Re: Darloks 1.30 Posted (finally)
Don't know whether it is due to my adjustments (but I guess not) but the emp3000 file had slightly too may points allocated. Furthermore, using the newest (1.31) Version of your race, the darlok sat on their homeworld inactively until I manually had them build a colonizer and colonize another world. From them on, everything went smoothly.
[This message has been edited by jowe01 (edited 11 January 2001).]
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January 11th, 2001, 03:45 PM
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Captain
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Join Date: May 2000
Location: Tampa, FL USA
Posts: 862
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Re: Darloks 1.30 Posted (finally)
Could you please send me a savegame and let me know what type of game you were playing (i.e. tech level, # planets, type of warp points, etc.). Was there anything in their queue? Thanks.
[This message has been edited by Tampa_Gamer (edited 11 January 2001).]
__________________
No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country.
-General George S. Patton
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January 12th, 2001, 11:43 AM
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Sergeant
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Join Date: Dec 2000
Location: Miami, FL U.S.A.
Posts: 290
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Re: Darloks 1.30 Posted (finally)
Tampa,
Think I found a typo-error in one of your files... In Darlok_AI_Designcreation.txt you have "Armor spaces per one" for ATTACK SHIPS set to 4200... I think you might of meant 200, as I recall you mentioning that they would use a lot of armor.
P.S. Armor is much more useful and USED by the AI if you reduce it's weight to 5 Tons (and likewise cut damage resistance in half)
I haven't actually tried the mod (yet), but will let you know if I come across anything else...
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January 12th, 2001, 01:53 PM
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Sergeant
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Join Date: Dec 2000
Location: Miami, FL U.S.A.
Posts: 290
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Re: Darloks 1.30 Posted (finally)
Oh, Tampa I have a question for you:
In one of your earlier mods you added a Denense Bunker... I added something similar (fortifications) that use the "Planet - Change ground strength" or something like that, but it doesn't seem to have any effect on ground combat (atleast in the sim), do you know if your facilities work the way they are suppose to (after updating for 1.19)?
Thanx in advance...
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