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  #1  
Old June 9th, 2004, 12:58 AM

The Frenchmen The Frenchmen is offline
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Default ExMod 1.12has arived

Download ExMod

This mod requires

image mod pack
(planet mod pack, comp mod pack, facility mod pack)

plz, tell me what you think

(btw, play on high technology cost and it KILLS the 'tech race')

I'm sure this isn't as good as the adamant mod, and i did rip of many ideas from other mods (if you want me to take them out, just ask me) but its my own little mod and i lie it =P. Please tell me what you think =)

[ June 29, 2004, 23:07: Message edited by: The Frenchmen ]
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  #2  
Old June 9th, 2004, 01:03 AM
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Default Re: ExMod 1.09 has arived

I just downloaded it and will give it a spin but from what I see it looks like it will be a interesting and fun mod to play.
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  #3  
Old June 9th, 2004, 02:05 AM

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Default Re: ExMod 1.09 has arived

i thought i should add, remote mining is a major part of this mod =)
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Old June 9th, 2004, 02:29 AM
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Default Re: ExMod 1.09 has arived

So far so good. Very nice work here TF. Very nice indeed.
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Old June 9th, 2004, 02:37 AM

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Default Re: ExMod 1.09 has arived

If I am not mistaken, the zip file is set to overwrite the main se4 Data files, you may want the MOD to have its own folder TF. Then a PATH.txt to take us there.

[ June 09, 2004, 01:48: Message edited by: JLS ]
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Old June 9th, 2004, 02:53 AM
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Default Re: ExMod 1.09 has arived

I unzipped it into a seperate folder so this did not effect me. But good point.
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Old November 12th, 2004, 06:28 PM

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Default Re: ExMod 1.10has arived

ExMod 1.10 is out! download your copy today
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Old March 18th, 2006, 12:36 PM
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Default Re: ExMod 1.10has arived

Great mod!

Got a question though, I noticed in the data file for ships that you are using a Deathstar bitmap for the two Deathstar ship classes. Neither of these are part of the neo standard, did you just add an image to ALL of your race folders?
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Old March 19th, 2006, 05:16 PM

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Default Re: ExMod 1.10has arived

What I did was the the Deathstar to the generic ship folder, so when the game doesn't find it in the race image folder it uses the one in the generic =) saves the time and space of adding it to all the race folders.
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Old March 19th, 2006, 09:50 PM
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Default Re: ExMod 1.10has arived

I've been playing the game, and I'm loving it. I'm finding that the standard AI isn't able to handle the new rules they need to work with. So I'm not sure what I'm wanting to do, as I don't want to have duplicated Race directories, but I'd like to have the aliens work with the new features. So for now I'm turning their cheating on max to compensate.

I'm also thinking that the research is a bit to slow.

Anyhow I'm still loving this mod!!

Here are the issues I've found in the 1.10 that I downloaded from your website.


Errata
Crew Recreation component description - "Area" is misspelled

Corvettes cost 200 Minerals and are 245Kt in size, while Frigates cost 400 minerals and are 200 kt in size

Heavy Destroyer 800 Minerals for 335kt, while Light Crusiers 450 minerals for 500kt

Minerals produced from Resupply Depot aren't transferred to the empire

Heavy Infantry Weapons I and II are the same, except for cost

Sith Warrior component misspelled "Sith Warrier"

Small Arms I-IV aren't very different

Crew Recreation Center II have the same Tech requirement as level I

Combat Bridge's third ability doesn't have a description

Dule Anti-Proton misspelled

Armored Airlocks are 1kt in size.



Comments:

What is the point of the scout ship? By the time you can get one it is fairly useless. Also the design doesn't allow you to fill it with all the engines it is allowed to have.

Resupply Depot is nearly as powerful as a Level 1 mineral extraction factility? Also, I'd think that a Resupply Depot would make radioactives rather than minerals. I'd recommend 50 Radioactives.

Armored Airlocks seem cheap for the affects you get from them. Also the higher level airlocks are really just good armor, as their effectiveness decreases with the ship capture technology. I'd recommend the following values of Turrets, (20, 36, 48, 60, 72)

Organic Farms should possibly cost Organics to build? A small amount.

Sith only gets a +4% attack over jedi knights, but jedi knights get +20% defense?

No Huge or Massive Troops?

Add repair ability of 1 component per turn for resupply depots

Troops Small, Medium and Large don't cost organics like the infantry
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