|  | 
| 
 Re: "The Miner\'s Guild" Mod discussion thread. Both the 'Prospector' and 'Mining Base Ship' have -90% Maintenance. So you be the judge.  http://forum.shrapnelgames.com/images/icons/icon12.gif  Cheers! http://forum.shrapnelgames.com/images/icons/icon10.gif | 
| 
 Re: "The Miner\'s Guild" Mod discussion thread. Quote: 
 If you would like to experience the Greatness yourself, go here.. Miner 2049'er and Bounty Bob Emulator I hope this explains everything to your satisfaction. Cheers! http://forum.shrapnelgames.com/images/icons/icon10.gif | 
| 
 Re: "The Miner\'s Guild" Mod discussion thread. wow, neat.  I used to love miner 2049er. you know, its awfully easy to make profitable ships with this thing - ones that do not even require mining. the maintenance reduction is so high for some of the hulls, a little race bonus should put you over the top. | 
| 
 Re: "The Miner\'s Guild" Mod discussion thread. I think that the racial bonus and the vehicle ability stack multiplicitively, not stack linearly. So, you can not get lower than 0% maintenance unless the ship has a reduction of greater than 100, or you alter the settings so that you can take more than 100 points in maintenance reduction. | 
| 
 Re: "The Miner\'s Guild" Mod discussion thread. Quote: 
 Are you using the ModLauncher to run the game? It should set up the paths for you. If not, get it off the se4:Gold CD. It's worth it. (you can have several mods installed at the same time.) Cheers! http://forum.shrapnelgames.com/images/icons/icon10.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">David, i had the same problem the other day when I finally started to play this mod. I went to the existing races button, and nothing came up. My mod is in it's own folder, but for some reason the computer can't find your races folder. I had to create my own race. What can be done to fix this? | 
| 
 Re: "The Miner\'s Guild" Mod discussion thread. Let the game generate races randomly. Then save their .EMP files. That's all. I have almost never added AIs by their EMP files, myself. Unknown aliens for an unknown universe. | 
| 
 Re: "The Miner\'s Guild" Mod discussion thread. Quote: 
 | 
| 
 Re: "The Miner\'s Guild" Mod discussion thread. Since this is a mod of the Devnull Mod, I suggest you grab the .emp files from it and copy them to the empires folder in the MinersGuild_Mod. As for the new Race, I added them to the 'Quick Start' races and you can choose their portrait/shipset in the new race selection. But never thought of creating .emp files for them, seeing that they meant to be a player race, not AI. I didn't see the point. Most if not all players prefer to create their own races anyway. I don't think I have ever played 'existing empires'. But I might be wrong. Cheers! http://forum.shrapnelgames.com/images/icons/icon10.gif | 
| 
 Re: "The Miner\'s Guild" Mod discussion thread. Quote: 
 *klonks David over the head with a Shovel. Since you added new racial traits, the old Devnull Mod Gold .emps won't work anymore. That's why you deleted them in the first place, remember? http://forum.shrapnelgames.com/images/icons/tongue.gif [ February 19, 2004, 20:45: Message edited by: Rollo ] | 
| 
 Re: "The Miner\'s Guild" Mod discussion thread. Quote: 
 | 
| All times are GMT -4. The time now is 09:21 PM. | 
	Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.