
July 26th, 2003, 12:48 AM
|
Corporal
|
|
Join Date: May 2002
Posts: 119
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: questions about devnull mod
Quote:
Originally posted by Cirvol:
there is a whole devnull thread
read it...
but seriously, learn to play with mods (ie, learn mods) by doing a fake game with max tech, max racial points, and that way you can see all the stuff in the game right away...
design a few ships and learn
|
Sigh.
I suppose I could do that.
But I think when you have a mod that is this wide-ranging it's just professional to include the equivalent of a manual. There are several reasons why this just makes good sense but for me one is I have a busy life and don't really have the time or the inclination to wade through everything first-hand, searching through this, that and the other thing, staging mock games to figure it out by trial and error, and asking question after question on the forums. The game is already complex enough as it is and I don't think this sort of thing helps attract more players.
Maybe when I get the chance I'll have a look.
|