
August 15th, 2002, 09:28 PM
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Colonel
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Join Date: Jun 2002
Location: Connecticut
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Re: Malfador Patches, Additions, and Player Mods
Quote:
Originally posted by oleg:
Actually, I think MM is in fact too shy about incorporating fan's mods. For example, I do not see the reason why TDM AI is not part of "official" SEIV
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A long time ago, MM DID implement a person's mod into the official game. Someone, I think either Baron Munchausen or geoschmo, wrote a more balanced Version of the Anti Proton Beam (how much damage and at what range per level), and it was made part of a patch. With credit where it was due.
I think I'll mod the mines, it seems to be a remaining sore issue. I'll remove their inherant (sp?) cloaking ability, add a cloaking component (someone else's mod has already done this, I think) then add an anti mine sweeper component. Maybe that can mimic a % chance of mine sweepers failing, while the mines become weaker too if there's limited room for components.
I'll tweak it a bit, then run it up the flagpole and see if anyone salutes. 
[ August 16, 2002, 14:28: Message edited by: Arkcon ]
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