[3.1] Ultimate Scavenger AI Mod
-
Merowingg
- Regular

- Posts: 2468
- Joined: 15 Nov 2009, 13:05
- Location: Poland
Re: [3.1+] Ultimate Scavenger AI Mod
Off topic question..
How did you die..?
The topic statement - Great work with the mod Gentlemen.
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
"Mark my words boy, Mark them well, I have survived your predecessors and I will survive you." - Merovingian
Regards - Mero
-
NoQ
- Special

- Posts: 6226
- Joined: 24 Dec 2009, 11:35
- Location: /var/zone
Re: [3.1+] Ultimate Scavenger AI Mod
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.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?
Maps | Tower Defense | NullBot AI | More NullBot AI | Scavs | More Scavs | Tilesets | Walkthrough | JSCam
-
Andrie
- Regular

- Posts: 533
- Joined: 20 Jun 2012, 14:11
- Location: Suid Afrika
Re: [3.1+] Ultimate Scavenger AI Mod
Where do jou save the mod
-
Spyro_Drag
- Trained

- Posts: 176
- Joined: 04 Jun 2012, 23:40
- Location: Hilixia Alpha Base
Re: [3.1+] Ultimate Scavenger AI Mod
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.
-
aubergine
- Professional

- Posts: 3462
- Joined: 10 Oct 2010, 00:58
Re: [3.1+] Ultimate Scavenger AI Mod
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
-- https://warzone.atlassian.net/wiki/display/GO
-
Berg
- Regular

- Posts: 2204
- Joined: 02 Sep 2007, 23:25
- Location: Australia
Re: [3.1+] Ultimate Scavenger AI Mod
k mod error for beta 11 wrf file vidmem.wrf needs this added
as its a new texture not in beta10
Code: Select all
/* Added for Mysteryem's Sand Mod */
file TEXPAGE "page-109-sand-arizona.png"-
NoQ
- Special

- Posts: 6226
- Joined: 24 Dec 2009, 11:35
- Location: /var/zone
Re: [3.1+] Ultimate Scavenger AI Mod
There are many more things that need fixing (eg. merging the new balance), will do.
Maps | Tower Defense | NullBot AI | More NullBot AI | Scavs | More Scavs | Tilesets | Walkthrough | JSCam
-
Berg
- Regular

- Posts: 2204
- Joined: 02 Sep 2007, 23:25
- Location: Australia
Re: [3.1+] Ultimate Scavenger AI Mod
Looks like you gona need leave old mod for beta10 and less and have a new version for beta11 ..
-
NoQ
- Special

- Posts: 6226
- Joined: 24 Dec 2009, 11:35
- Location: /var/zone
Re: [3.1+] Ultimate Scavenger AI Mod
Do we need to support beta10 at all?
Maps | Tower Defense | NullBot AI | More NullBot AI | Scavs | More Scavs | Tilesets | Walkthrough | JSCam
-
Berg
- Regular

- Posts: 2204
- Joined: 02 Sep 2007, 23:25
- Location: Australia
Re: [3.1+] Ultimate Scavenger AI Mod
think not just leave the old version 1.8 available
Just state not supported but leave available? see you PM
Just state not supported but leave available? see you PM
-
NoQ
- Special

- Posts: 6226
- Joined: 24 Dec 2009, 11:35
- Location: /var/zone
Re: [3.1+] Ultimate Scavenger AI Mod
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.
Maps | Tower Defense | NullBot AI | More NullBot AI | Scavs | More Scavs | Tilesets | Walkthrough | JSCam
-
Goth Zagog-Thou
- Regular

- Posts: 1582
- Joined: 06 Jan 2007, 08:08
- Location: Delta Base
Re: [3.1+] Ultimate Scavenger AI Mod
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.
They're both SO good that they'd be an excellent foundation for ... well, anything really. 
And yes, I think it's a good idea to have them merged as a single mod.
-
NoQ
- Special

- Posts: 6226
- Joined: 24 Dec 2009, 11:35
- Location: /var/zone
Re: [3.1+] Ultimate Scavenger AI Mod
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.
Maps | Tower Defense | NullBot AI | More NullBot AI | Scavs | More Scavs | Tilesets | Walkthrough | JSCam
-
Iluvalar
- Regular

- Posts: 1828
- Joined: 02 Oct 2010, 18:44
Re: [3.1+] Ultimate Scavenger AI Mod
I'll be more ambitious and I will ask you to merge it with nullbot 
Heretic 2.3 improver and proud of it.
-
NoQ
- Special

- Posts: 6226
- Joined: 24 Dec 2009, 11:35
- Location: /var/zone
Re: [3.1+] Ultimate Scavenger AI Mod
It doesn't require any special efforts, just load two mods simultaneously, they won't conflict (:
Maps | Tower Defense | NullBot AI | More NullBot AI | Scavs | More Scavs | Tilesets | Walkthrough | JSCam