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Re: \"eX Mod\" Released
He may have meant "DNA" instead of DA.
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Re: \"eX Mod\" Released
Thanks for the bug report, I will get those fixes today. http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: \"eX Mod\" Released
That issue has been addressed in FQM. Check the web site.
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Re: \"eX Mod\" Released
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Re: \"eX Mod\" Released
Yeh dude, its kinda close to my 'ExMod'
And its kinda even the same idea, basicly I just put in as much as I could, or, expanded it =P ExMod Homepage But I haven't really been maintaining it lately, so if its important to you... |
Re: \"eX Mod\" Released
To be honest with you I have never heard of your mod, prior to posting the thread and Fyron enlightened me. I do apologize for the name, it just sounded cool as an aberration and it never occurred to me that it would be plagiarizing another mods name. This will make twice now that I have accidentally used another mods name and I do sincerely apologize to you over my transgression.
Expanded is the name I am going with and not ExMod (Extra Mod) as yours is named. Honestly I am not out to steal your thunder or mod name. It is just a very freak and bizarre coincidence. Your mod and this one, albeit very close in name, are really two different mods. This mod is just an enhanced version of stock utilizing the best of FQM Standard with the TDM AI and new events coupled with the ship hull sizes for Neo-standard. Your mod makes changes to the game play that alters the game significantly enough to classify it as a full-fledged mod. http://forum.shrapnelgames.com/images/smilies/happy.gif Reading your description about the ExMod peeks my curiosity as to why you did not keep it current. It really sounds like a *****en mod. Any ways I have changed the name to just Expanded. As In Space Empires Expanded, which fits the concept for this mod. I do hope that this is ok, and I will also, in the next version, incorporate a link to your site in the credits. |
Re: \"Expanded Mod\" Updated 8/18
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Well the Aikenian are kicking my butt in this test game I am playing. In the next version I will add another 10 or so neutral races to the mix so that there are not so many duplicates.
Take a look at how things are going for me. I admit I am not really concentrating on the game as well as I should. |
Re: \"Expanded Mod\" Updated 8/18
Man I cannot believe how bad the AI for the Aikenian are whipping my butt! Now they are landing troops and taking my planets. First they attacked my fleets in three systems, desimating them repeatedly.
I like the AI for the Aikenian. The Imperial AI sucks. This will need to be addressed. The Starwolf and Solops AI's are also somewhat weak and will need to be tweaked. The game is becoming interesting. The Aikenian are pressing their attack and that is good. |
Re: \"Expanded Mod\" Updated 8/18
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Click the Attachment to see one hell of a space battle. 100 Caspian ships against 125 Imperial Star Destroyers.... guess who won?
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Re: \"Expanded Mod\" Updated 8/18
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Well talk about an exciting battle. I attacked the Imperial fleet of 110 ships with my own fleet of over 160 ships. The battle last 26 or so turns with the Empire eventually decimating my fleet.
I set it to auto combat - LEARNED A VERY VALUEABLE RULE - When you click Resolve Combat, you loose your turn.... in this case it cost me the battle. http://forum.shrapnelgames.com/images/smilies/frown.gif BUG As I watched the combat unfold Monica - You Should've Told me was playing in the back ground and the beat of that song matched the combat precisely.. Very very cool. I had a combat sound track.... http://forum.shrapnelgames.com/images/smilies/happy.gif I saved the combat file so later on after the Expanded Deluxe Patch is out people can replay the combat video.... and hopefully listen to Monica in the back ground... Very cool. See this is why we need exportable video for SEIV... so we can make our own combat music videos. |
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