March 5, 2003, 16:53
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#1
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Warlord
Local Time: 21:01
Local Date: November 1, 2010
Join Date: Dec 2002
Posts: 217
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Sitrep Improvement (v1.1A)
Here is a mod that vastly improves the SitRep. Changes include:
1) You are no longer bombarded by technology reports!
- No more useless tech prototype reports
- No more useless tech protests
- No more "this tech is now visible... 5 levels away."
- Only hear about tech twice. When there's a theoretical breakthrough (green priority), and when it is done (yellow priority). I kept the theoretical breakthrough because it's nice to know when a tech is almost done.
2) Migration reports that show up every turn have been removed.
3) Hostile spy actions against you are now red priority.
4) Orion Senate bills are now red priority. No more missing
senate bills!
5) Construction reports are now green priority, since they begin to fill up the sitrep in mid-late game.
(A slight version update. I noticed that I cleared necessary project overrun notices, even though I thought I hadn't. Fixed now though.)
You can access the v1.1A file via:
http://apolyton.net/upload/files/Simplicity/Sitrep.txt
An alternate version v1.1B is also provided that keeps all of the tech messages, but changes them to green priority:
http://apolyton.net/upload/files/Simplicity/Sitrep2.txt
Install as follows:
Create a Spreadsheets directory in the following directory /Master of Orion 3/GameDataSets/Classic_01/GameData/Common/
and put Sitrep.txt there (if you got Sitrep2.txt, rename the file to Sitrep.txt).
Last edited by Simplicity; March 6, 2003 at 02:16.
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March 5, 2003, 19:32
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#2
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Settler
Local Time: 16:01
Local Date: November 1, 2010
Join Date: Mar 2003
Posts: 1
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I'd like to be able to separate the contruction messages between what's built from the military queue (keep them yellow) and everything else (make them green to filter out). Any idea if that can be done?
AndonSage
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March 5, 2003, 19:46
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#3
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Warlord
Local Time: 21:01
Local Date: November 1, 2010
Join Date: Dec 2002
Posts: 217
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Unfortunately, I don't think there's a way to do it.
There's only one "event" for construction in the
file...
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March 5, 2003, 22:29
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#4
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Settler
Local Time: 21:01
Local Date: November 1, 2010
Join Date: Mar 2003
Posts: 5
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where do you stick the file?
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March 6, 2003, 01:45
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#5
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Settler
Local Time: 15:01
Local Date: November 1, 2010
Join Date: Mar 2003
Posts: 11
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Simplicity
Thank you, Thank you. QS did one thing right by allowing mods. Yours fixes almost all the sit rep gripes I had. Except having military on a higher color rating than civilian contruction. Though I liked the migration reports myself. It reminds me about migration otherwise I forget about it.
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March 6, 2003, 02:46
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#6
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Warlord
Local Time: 21:01
Local Date: November 1, 2010
Join Date: Dec 2002
Posts: 217
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Thanks. I thought it was pretty useful too.
I added a note about installation above, and I updated the version to readd project positive overrun messages
(otherwise you might miss noticing you got techs in your report).
Let me know if you experience any problems.
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March 6, 2003, 15:32
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#7
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King
Local Time: 22:01
Local Date: November 1, 2010
Join Date: Aug 2001
Location: Vienna, Austria
Posts: 1,529
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Thanks, I'll give it a try.
__________________
"As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW
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March 6, 2003, 15:52
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#8
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Settler
Local Time: 22:01
Local Date: November 1, 2010
Join Date: Mar 2003
Posts: 4
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Too bad there isn't a split between units and buildings  . But this mod will help too though  .
Anyway, I've been checking that Sitrep.txt in the Spreadsheets library, and I don't know what this line is:
PlanetMod New Event Reg sitrep_Planet EVTEST5 EVTEST5 EVTEST5
Maybe something to do with building stuff?
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March 6, 2003, 16:00
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#9
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Warlord
Local Time: 13:01
Local Date: November 1, 2010
Join Date: Jan 2002
Location: Las Vegas, NV
Posts: 188
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It shouldn't be hard to have the developers add a seperate category in that file for buildings and military in a patch. Anyone up for asking?
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March 6, 2003, 18:40
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#10
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Emperor
Local Time: 23:01
Local Date: November 1, 2010
Join Date: Aug 1999
Location: Aarhus, Denmark
Posts: 3,618
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Well, we can ask allright. But untill such time as the devs resurface on any boards, we will not know if our request has been heard. I don't know why they are hiding, though. I like the game, as do many others. They should be able to filter out the whining from the constructive criticism.
Asmodean
__________________
Im not sure what Baruk Khazad is , but if they speak Judeo-Dwarvish, that would be "blessed are the dwarves" - lord of the mark
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March 6, 2003, 21:05
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#11
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Deity
Local Time: 17:01
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
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I am not going to say they are hiding, just because to don't post. It may be a simple as they have another job or a life. Unlike me, I have neither.
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March 7, 2003, 17:12
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#12
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Emperor
Local Time: 23:01
Local Date: November 1, 2010
Join Date: Aug 1999
Location: Aarhus, Denmark
Posts: 3,618
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Sorry to hear that, vmxa1. I really am. Good luck with your job huntin'
Asmodean
__________________
Im not sure what Baruk Khazad is , but if they speak Judeo-Dwarvish, that would be "blessed are the dwarves" - lord of the mark
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March 7, 2003, 18:08
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#13
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Deity
Local Time: 17:01
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
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Well I am taking a 2 year hiatus, which is nearly up, so thanks. I sure have enjoyed it though.
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