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Old November 10th, 2003, 05:19 PM
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Default Updating the D-Mod (GoldD)

Awhile back I had a mod that was totally seperate from my Mount Mod (called it the D-Mod, then when gold came out I updated it to the GoldD mod, yes original name I know.. ).

Anyway, enough idea's have bounced around in my little brain for a re-launch/update of the GoldD-Mod. (and yes....it will have added mounts as they are widely known as my obsession ).

Proudly Announcing the GoldD-Mod Version 2.0 (unless a better sounding name comes to me that is). (note, this mod is not done yet for those searching for a link....just give me a bit.... )


Features:

Totally re-done colonization system: ALL races start out with the ability to colonize ALL planets.

Neo-ship support and additional ships including:

Cruise Liners (gain resouces while transporting colonists/tourists!)

Expermental Ships (like the Hermes class Destroyer that goes from Proto-type to working phases!)

System Ships!!! (cheap ships that are meant to stay within the system for plantary defense {have a movement of 2 (or 1) outside of combat).

Missile System re-done!! (basicly re-balance what the GoldD already has):

Capital Missiles (Long Range, Short Range), Plasma Missiles (Long Range, Short Range),
External Missiles (all styles),
Bombardment Missiles (GodHammer)
Chaos Missiles (damage increases with range).

Point Defense Redone: Missiles/Fighters will be stronger...sort of.

Point Defense Cannons (seekers only, can target mines as a minesweeper)
Point Defense Lasers (seekers, fighters, etc)
Chaff (seekers only, Last ditch 1 range 1/combat use).

Fighters made more useful (have more weapons like fighter missiles and mounts, may have them able to target seekers...will have to look into this).

Talisman changed (to hit bonus vs always hit).

Fuel Cell mounts (ie, less and less fuel used as you advance up the Propulsion tech tree...)

Robo-Mining as a viable strategy for resource extraction (and can be a viable attack pattern too, take out the players miners and hit his resources hard!!).

Mercinary Tech: Like in the previous Version, Mercinaries (components) that give the ship/fleet certain bonuses.

Other stuff (just awaiting permission of certain authors of certain mods to use some of their ideas...why re-invent the wheel )


To those of you who have played the previous Versions I'd like to know what you did like....and what you didn't. I will be strengthening certain ideas and cutting out other tech all together. Here's your chance to have your say.
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