[3.1] Ultimate Scavenger AI Mod

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Merowingg
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Re: [3.1+] Ultimate Scavenger AI Mod

Post by Merowingg »

Off topic question..

How did you die..?

The topic statement - Great work with the mod Gentlemen.
“Beneath this mask there is more than flesh. Beneath this mask there is an idea, and ideas are bulletproof.” - V

"Mark my words boy, Mark them well, I have survived your predecessors and I will survive you." - Merovingian

Regards - Mero
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NoQ
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Re: [3.1+] Ultimate Scavenger AI Mod

Post by NoQ »

deadworker wrote:hey, is it possible to combine this mod with another. the mod just change the scanevger right? so another mod which just change player tech, could work with it?
If the mod changes turrets or bodies or structures as well as technology, then it's incompatible (because this mod includes new scavenger weapons and structures and bodies). If it only changes the tech tree without adjusting weapons or structures or bodies or texpages, then it's compatible. To know exactly, unzip both mods and see if they contain at least one file in common inside them. In fact this mod has quite a lot of files, so most mods will be incompatible.
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Andrie
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Re: [3.1+] Ultimate Scavenger AI Mod

Post by Andrie »

Where do jou save the mod
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Spyro_Drag
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Re: [3.1+] Ultimate Scavenger AI Mod

Post by Spyro_Drag »

you know were all the folder's labled, Multiplay, Global, Campainge, are right? well you make a new folder named Autoload, you place the mod in there, and the next time you start the game the mod will automaticly load into the game, no special shortcut needed, unless im wrong but thats how it worked for me.
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aubergine
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Re: [3.1+] Ultimate Scavenger AI Mod

Post by aubergine »

"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
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Berg
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Re: [3.1+] Ultimate Scavenger AI Mod

Post by Berg »

k mod error for beta 11 wrf file vidmem.wrf needs this added

Code: Select all

/* Added for Mysteryem's Sand Mod */
file		TEXPAGE "page-109-sand-arizona.png"
as its a new texture not in beta10
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NoQ
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Re: [3.1+] Ultimate Scavenger AI Mod

Post by NoQ »

There are many more things that need fixing (eg. merging the new balance), will do.
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Berg
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Re: [3.1+] Ultimate Scavenger AI Mod

Post by Berg »

Looks like you gona need leave old mod for beta10 and less and have a new version for beta11 ..
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NoQ
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Re: [3.1+] Ultimate Scavenger AI Mod

Post by NoQ »

Do we need to support beta10 at all?
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Berg
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Re: [3.1+] Ultimate Scavenger AI Mod

Post by Berg »

think not just leave the old version 1.8 available
Just state not supported but leave available? see you PM
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NoQ
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Re: [3.1+] Ultimate Scavenger AI Mod

Post by NoQ »

v1.09: Done with updating the mod for v3.1 beta11, to keep up with the balance and graphic changes of the new beta, no new features yet though.
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Goth Zagog-Thou
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Re: [3.1+] Ultimate Scavenger AI Mod

Post by Goth Zagog-Thou »

What about contacting Shadow Wolf and having the USM stuff built-in to Contingency by default? That would take care of any incompatibilities if they're together as one mod.

And yes, I think it's a good idea to have them merged as a single mod. :D They're both SO good that they'd be an excellent foundation for ... well, anything really. :)
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NoQ
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Re: [3.1+] Ultimate Scavenger AI Mod

Post by NoQ »

I don't mind merging USM into Contingency (: but i do mind removing the support for USM without Contingency. No matter how good the Contingency mod is, i'd still prefer my mod to work with the base game as well.
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Iluvalar
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Re: [3.1+] Ultimate Scavenger AI Mod

Post by Iluvalar »

I'll be more ambitious and I will ask you to merge it with nullbot :P
Heretic 2.3 improver and proud of it.
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NoQ
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Re: [3.1+] Ultimate Scavenger AI Mod

Post by NoQ »

It doesn't require any special efforts, just load two mods simultaneously, they won't conflict (: