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Junkyard Mod
Anyone can tell me where i find a copy of the Junkyard Mod that wrosk with SEIV Gold 1.67/1.78?
Thanks |
Re: Junkyard Mod
there isnt one yet. im going to work on one, but i wanted to incorporate the techmod (or other tech tree expanding mod) into it as well, since the research tree seems to fill up pretty quickly. i guess i could just lower the yield on ruins, but i would rather introduce more variety through expanded tech trees.
if you just want a plain vanilla Version of the mod to work with gold, the modinfo.txt or the readme.txt describes all the files i changed, and how. some of those files can just be copied over into gold, and others (like the tech area file) can just have one or two lines changed. |
Re: Junkyard Mod
with thanks to Krsqk, we now have a Junkyard Mod for se4 gold v1.78, and you can find it here:
http://seiv.pbw.cc/Download/filelib/...Mod2.0gold.zip here is the dirt from the text file packaged with the mod: Quote:
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Re: Junkyard Mod
so, when do we start JYW III? http://forum.shrapnelgames.com/images/icons/icon10.gif
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Re: Junkyard Mod
i dunno, whenever its added as an option on the PBW server.
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Re: Junkyard Mod
Which will be when? http://forum.shrapnelgames.com/images/icons/icon10.gif
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Re: Junkyard Mod
Does it work with the AI (single player)?
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Re: Junkyard Mod
i dunno, whever one of the admins reads the request on the admin forum and puts the mod Online.
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Re: Junkyard Mod
Quote:
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Re: Junkyard Mod
the word from on high is "a couple of days"
(and by "on high," i mean "geoschmo") [ August 28, 2002, 21:01: Message edited by: Puke ] |
Re: Junkyard Mod
Junkyard Mod ver 2.0 (Gold) is up and ready for use on PBW.
Geoschmo |
Re: Junkyard Mod
Here we go, hop on over to PBW and join up:
Puke's Junkyard Wars III Status: Game open to new players Game description This will be the third incarnation of the infamous Junkyard Wars. We will be accepting as many players as want to come, and packing them into a large cluster quadrant. Thanks to Krsqk, we now have a much more extensive technology tree with the new Version of the mod. By now, you should all know the scoop (but newcomers are welcome too). No research in this game, all the technology that you will learn will be through discovering ancient ruins. You may also trade for ships to analyze. You will colonize only your own planet type (rock, ice, or gas). as an added experiment, there will be Intel in this game. The previous two had it disabled, but we will give it a try for this one to see how it works out. So, welcome to the challenge! JYW1 ended with the Nausea Heap victoriously recovering a coveted Lincoln V12 engine, and JYW2 is still ongoing with the Nausea Heap searching for the chassis from a Dodge Swinger. The outcome is still very much up in the air for JYW2, but lets not have that slow us down for getting the third game rolling! Starting resources: 5000 Starting planets: 1 Home planet value: Average Score display: Own Technology level: Low, Medium, High Racial points: 0 Quadrant type: Cluster Quadrant size: Large Event frequency: High Event severity: Catastrophic Technology cost: n/a Victory conditions: player-defined Maximum units: max(20K) Maximum ships: max(20K) Computer players: none Computer difficulty: n/a Computer player bonus: n/a Neutral empires: No Other game settings: see above Game information Owner: puke Turn number: Not Started Players/max: 1/20 Last turn: Next turn: Turn duration: 48 hours Turn automation: Fully automatic turns (key) SE4 Version: v1.78 + Junkyard Mod Ver 2.0 (Gold) |
Re: Junkyard Mod
Woohoo! Stripe just downloaded the mod and is drooling at the possibilities this time around! http://forum.shrapnelgames.com/images/icons/icon10.gif
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Re: Junkyard Mod
im still going to track down that cloaked ship in JYW2. you wont escape me, Tinker and Boom!
(hope this doesn't put a damper on things for #3, i never hold grudges between games) |
Re: Junkyard Mod
Hmm, I was just trying to do my .emp and noticed that it is not possible to get 800 race points anymore by dropping your research to minimum. Also since Intel will be on, how about if we use 2000 pts instead of zero. Or am I just a sissy?
Rollo |
Re: Junkyard Mod
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Re: Junkyard Mod
yeah, less points makes more variety. since hard choices have to be made, its more likely different players will make different choices.
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Re: Junkyard Mod
How come CSM's in the Junkyard mod keep getting bigger until they're ridiculous sizes like 500 kT? That makes all but CSM I useless!
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Re: Junkyard Mod
Ick, the CSMs are utterly worthless. http://forum.shrapnelgames.com/images/icons/icon9.gif
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Re: Junkyard Mod
hell if i know, i was too lazy to make the extended tech tree myself. I will see about making some changes and uploading a new Version of the mod.
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Re: Junkyard Mod
CSMs are fixed, the new mod is Online, and the game should be starting this friday. there are still a few more slots open if people wish to join up. the more the merrier.
once again, a huge thanks goes out to Krsqk for his work on the extended tech tree, and the superb K-Editor that presumeably made it all posible. |
Re: Junkyard Mod
Growing CSMs... http://forum.shrapnelgames.com/images/icons/blush.gif ...blush...I am soooo embarrassed... http://forum.shrapnelgames.com/images/icons/icon7.gif Glad someone caught that. It's a little...erm...unbalancing. I hope the rest turns out satisfactorily.
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Re: Junkyard Mod
My CSM grows bigger than your CSM http://forum.shrapnelgames.com/images/icons/blush.gif
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Re: Junkyard Mod
CSM's are organic??? http://forum.shrapnelgames.com/images/icons/icon10.gif Sorry about butting in!
mlmbd http://forum.shrapnelgames.com/images/icons/shock.gif |
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