View Full Version : Senate Laws Text Mod
BlackHat
06-17-2003, 07:54 PM
I have just submitted a mod to the Moo3Mods board. (No Idea if it worked. Its my first, and I dont see it yet. Maybe it needs to be approved?)
In any case I have reworded the text of the Orion Senate Laws so that the Proposal and Description blocks are no longer the same.
For example, Previously the Laws were like this:
P - The ABC Law will teach kids the ABCs
D - If Passed, the ABC Law will teach kids the ABCs
Ugh, I hated this, So I rewrote them.
Now the Proposal block will be more descriptive as to the Goal or Idea behind the Law, and the Description block will tell the effects if passed.
Additionaly, some Law summaries and the starting and ending Sitreps were also re-written.
Enjoy,
BlackHat
BlackHat
06-18-2003, 08:10 AM
Oops I SNAFUed the upload, but it's fixed now.
If you want to download it from there:
Link to File (http://www.moo3mods.com/modules.php?name=Downloads&d_op=getit&lid=142)
If you want to go to Moo3Mods download page and read the info first:
Moo3Mods file info page (http://www.moo3mods.com/modules.php?name=Downloads&d_op=viewdownload&cid=42&min=10&orderby=titleA&show=10)
Try it out and let me know if you find any bugs, or errors, or what you think of it.
Later,
BlackHat
Edited to point to the newest version. v1.4
Colin The Grey
06-18-2003, 01:48 PM
Nice idea for a Mod.
I'll load it and test it out tonight and report back :)
JeBuS27
06-18-2003, 01:57 PM
Yes very nice idea. If it works do you mind it being in the MegaMod? I'm gonna dl it now and test it out.:up:
Velli
06-18-2003, 02:11 PM
Good idea. :up: This bothered me too, dumb idea to have two windows showing almost the indentical text. :rolleyes: I'll download it and try it ASAP
BlackHat
06-18-2003, 10:45 PM
Originally posted by JeBuS27
Yes very nice idea. If it works do you mind it being in the MegaMod? I'm gonna dl it now and test it out.:up:
No problem Include it if you like.
I have one typo correction so far. (I was planning on waiting a couple days to upload the update in case I or someone else found more.)
IN: wsOrionSenate.txt
LINE: \*LW03CLS
CHANGED: "... importation/exportation ..."
TO: "... importation and exportation ..."
Later,
BlackHat
Wraith
06-21-2003, 03:42 PM
Good job blackhat this always bugged me as well. Gonna DL now check it out.:up:
BlackHat
06-23-2003, 12:56 AM
I have been without a phone line for the last few days, so wasn't able to get on.
I hope to be able to upload an update in a the next few days. (When ever I get my phone line back.)
I have several typos fixed, and some more small changes.
I also hope to have the standard Player Proposed Laws re-written also. (Declare War, Praise, Propose New Member, etc.)
Later,
BlackHat
Savanik
06-23-2003, 04:25 AM
One other comment. Can you strip out the stupid laws that get proposed every now and then? Take, for instance, the Anti-Cloning Initiative. 'If passed, this law will reduce population growth on all planets by 20%.' Er... excuse me? What's the benefit there?
Then there's the Senate Audit (increase in HFOG), the Natural Preservation Initiative (increase in terraforming cost), and the Weapons Inspection Referendum (increase in Oppressometer costs and opposing spies become more effective).
I actually don't mind the Anti-Spying initiative (Spies cost more, spies 20% less effective) because I truly believe that spies are a scourge of the game when you can have 12 defensive spies, a cranked oppressometer, high levels of tech and spying ability, and still have stuff get stolen from you every turn.
Savanik
BlackHat
06-23-2003, 11:51 AM
Originally posted by Savanik
One other comment. Can you strip out the stupid laws that get proposed every now and then? Take, for instance, the Anti-Cloning Initiative. 'If passed, this law will reduce population growth on all planets by 20%.' Er... excuse me? What's the benefit there?
Then there's the Senate Audit (increase in HFOG), the Natural Preservation Initiative (increase in terraforming cost), and the Weapons Inspection Referendum (increase in Oppressometer costs and opposing spies become more effective).
I actually don't mind the Anti-Spying initiative (Spies cost more, spies 20% less effective) because I truly believe that spies are a scourge of the game when you can have 12 defensive spies, a cranked oppressometer, high levels of tech and spying ability, and still have stuff get stolen from you every turn.
Savanik
Hey just remember that if the Senate ONLY proposed good Benificial Laws, it would have no connection with the reality of how a Senate actualy works. :)
Here is the updates section of the current ReadMe.
2003/06/23 UPDATE 1.1 (not released due to temporary loss of phone line) :(
Corrected line \*LW03CLS to replace ".. importation/exportation .." with ".. importation and exportation .."
Corrected line \*LW01ESIT to replace ".. Piece Accord .." with ".. Peace Accord .."
Replaced MS Word style Quote marks with plain ASCI quote marks.
Added some missing % signs in the description texts.
Standardized Summary texts, and modified them to include the end of line character "/p" so that each modifier has a seperate line in the Summary Display.
Corrected e-mail address. :(
- - - - - - -
2003/06/24 UPDATE 1.2 [Still in Progress. Hopefully will have the phone line repaired soon]
Made more Changes and modifications to the origionaly rewritten 25 Computer preposed Laws.
(Fixed more typos, Made them clearer, more gramaticly correct, and more diplomatic embelishments)
And as I said I am now Rewriting the player preposed Laws. (Praise, Condem, Nonminate for Membership, etc)
About 1/2 done.
Later,
BlackHat
Landear101
06-23-2003, 08:43 PM
I do agree with blackhat. If all laws were beneficial it would take away almost all of the reason behind voting.
There are a few situations that 20% less growth would help, like restricting the klackons, harvestors or indeed any opposing empire that requires a fast population growth to be effective.
Also consider if your likely to be kicked out of the senate you'd pass a negative law or two just to hurt the remaining members. You might even do this if you wished to get kicked out later down the line and remember you can ignore laws, leaving others with the penalties, if i remember correctly.
Any other percentage decreases or increases might not hurt you as much as a competitor and hence would be worth voting for in the right situation.
Mithyk
06-23-2003, 09:18 PM
Originally posted by Savanik
One other comment. Can you strip out the stupid laws that get proposed every now and then? Take, for instance, the Anti-Cloning Initiative. 'If passed, this law will reduce population growth on all planets by 20%.' Er... excuse me? What's the benefit there?
Noooo!!!! Believe it or not, every one of those you mentioned I have found useful at one point or another - as a weapon against certain enemies, or to give myself a step up I needed. This one in particular is critical when playing with a tech slowdown mod and missing those much-needed bio techs - massive starving populations slowly imploding your civilization. It's saved my rear in more than one game...
BlackHat
06-24-2003, 11:24 AM
Well I have my phone line back and only 4 more laws to change. Should be finished within the next 24 hours. (Its 10PM now and I am going to bed soon otherwise I would finish it now)
Later,
BlackHat
BlackHat
06-26-2003, 02:08 AM
The Orion Senate Laws Mod ver 1.2 has been uploaded to the Moo3Mods.com.
Edit: DELETED text, new version out.
BlackHat
06-29-2003, 04:58 AM
The Orion Senate Laws Mod ver 1.3 has been uploaded to the Moo3Mods.com.
If you want to download it from there:
Link to File (http://www.moo3mods.com/modules.php?name=Downloads&d_op=getit&lid=135)
If you want to go to Moo3Mods download page and read the info first:
Moo3Mods file Info page (http://www.moo3mods.com/modules.php?name=Downloads&d_op=viewdownload&cid=42&min=10&orderby=titleA&show=10)
This (Last I hope) :) update is just a typo/bad grammer fix. (12 lines) :(
I have also included a copy of the wsSitrep.txt file with the Senate Laws Sitreps removed, since they are duplicates, if players want to use it instead of the regular wsSitrep.txt file.
The readme is a mess, but try to read it anyway.
If you find any problems, PM, E-mail or post it here.
Later,
BlackHat
synchro_w
06-30-2003, 12:29 AM
Originally posted by BlackHat
The Orion Senate Laws Mod ver 1.3 has been uploaded to the Moo3Mods.com.
<snip>
I have also included a copy of the wsSitrep.txt file with the Senate Laws Sitreps removed, since they are duplicates, if players want to use it instead of the regular wsSitrep.txt file.
The readme is a mess, but try to read it anyway.
If you find any problems, PM, E-mail or post it here.
Later,
BlackHat
i use megamod and the spymod uses the sitrep spread. i know in the readme you say edit lines into the file so the spymod isn't affected - which i did with ver1.0 of your mod - but with ver1.3 these edits no longer apply... right?
so... which lines do i now need to edit so i don't muck up my spymod?
thanks
das
BlackHat
06-30-2003, 02:28 AM
Originally posted by synchro_w
i use megamod and the spymod uses the sitrep spread. i know in the readme you say edit lines into the file so the spymod isn't affected - which i did with ver1.0 of your mod - but with ver1.3 these edits no longer apply... right?
so... which lines do i now need to edit so i don't muck up my spymod?
thanks
das
Ok, V1.0 changed some Sitrep lines (abotu 16? I think), which as you pointed out, I listed so people could cut and paste, if they wanted.
V1.2 only changed 2 sitrep lines which I also listed.
V1.3 did not change any sitrep lines. So you do NOT need to update your wsSitrep.txt file.
HOWEVER I pointed out that all the sitrep lines in wsSitrep.txt are duplicates of the same lines in the wsOrionSenate.txt file.
IF YOU WANT (I did in my game) you can just delete the Senate Law sitreps from the wsSitrep.txt file. (But you dont have to)
The 25 law start sitreps and 25 law end sitreps are:
\*LW01SSIT through \*LW25SSIT
\*LW01ESIT through \*LW25ESIT
Sorry I didn't list these lines in the readme.
Later,
BlackHat
donm61873
06-30-2003, 04:52 PM
I've fixed the item below:
\*OSPCDCLS This Act has been proposed to hold the %empire% accountable for their
appalling crimes. Everything from their brutal treatment of minor races under
their control, to the frequent border violations, and including excessive spying
on peaceful neighbors are setting a disgraceful precedent. It is therefore nec
essary to give the %empire% official notice of the need for immediate corrective
changes.
You had an extra "a" in there, and precedent was misspelled.
DonM.
BlackHat
07-01-2003, 12:56 AM
I will be uploading a version 1.4 in a day or two.
I got an e-mail with about 50 corrections (Spelling, Grammar, and rewording for clarity)
I will add the ones noted here since the upload of 1.3.
Thanks everyone.
Later,
BlackHat
BlackHat
07-04-2003, 12:55 PM
The Orion Senate Laws Mod ver 1.4 has been uploaded to the Moo3Mods.com.
If you want to download it from there:
Link to File (http://www.moo3mods.com/modules.php?name=Downloads&d_op=getit&lid=142)
If you want to go to Moo3Mods download page and read the info first:
Moo3Mods file Info page (http://www.moo3mods.com/modules.php?name=Downloads&d_op=viewdownload&cid=42&min=10&orderby=titleA&show=10)
This (Last I hope) :) update is another typo/bad grammar fix, an some lines re-worded for clarity (over 50 lines updated) :(
I have also included a copy of the wsSitrep.txt file with the Senate Laws Sitreps removed, since they are duplicates, if players want to use it instead of the regular wsSitrep.txt file.
The readme is a mess, but try to read it anyway.
If you find any problems, PM, E-mail or post it here.
Later,
BlackHat
Velli
07-04-2003, 01:05 PM
Great, good job !:up:
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