ghost compilation and concept future -1 reply

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I didn't make it!

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#1 10 years ago

:confused: I don't suppose anyone knows an easy way to combine the ghost compilation mod with the concept future mod? :confused:

My naive attempt at installing CF followed by Ghost crashes after a while when playing against the Alliance and Romulans (but, strangely seems to work against the Klingons).

Any help will be warmly received.




arybatubara

I don't spend enough time here

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2nd May 2007

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#2 10 years ago

I don't know about you...but I combine as many as 10 mod into one personal mod that I use, and I keep changing.....every 4 months I started over with a clean one......and learn a lot on the process.... What I know...you have to choose one mod as the 'engine' of the game and adding bits and pieces along the way.... :bows: I love playing all the mods...and I love and respect every modders out there....You have my deepest respect:bows: Long live and Prosper.....




[Sonic]uk

known before as paulhanselluk

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26th June 2005

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#3 10 years ago
pinkfluffy;4178878:confused: I don't suppose anyone knows an easy way to combine the ghost compilation mod with the concept future mod? :confused: My naive attempt at installing CF followed by Ghost crashes after a while when playing against the Alliance and Romulans (but, strangely seems to work against the Klingons). Any help will be warmly received.

Combining mods is easy, all you need to do is "blend" certain files, I believe the files are :- tech files, sprite files, ART_CGF, events.dat, Dynamic_localised_strings, and RTS_CGF (I may have missed some, in that case sorry). Basically, each mod defines its self, and how it works through the above files (in a very basic sense), so everytime you install a mod you over-write the previous mods definitions, so in effect only the latest mod knows how work, by adding the info that is equired to the new mod from the old mod they should work together.