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June 9th, 2004, 12:58 AM
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Private
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Join Date: Nov 2003
Location: Canada
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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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June 9th, 2004, 01:03 AM
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Shrapnel Fanatic
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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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June 9th, 2004, 02:05 AM
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Re: ExMod 1.09 has arived
i thought i should add, remote mining is a major part of this mod =)
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June 9th, 2004, 02:29 AM
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Shrapnel Fanatic
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Re: ExMod 1.09 has arived
So far so good. Very nice work here TF. Very nice indeed.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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June 9th, 2004, 02:37 AM
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Lieutenant Colonel
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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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June 9th, 2004, 02:53 AM
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Shrapnel Fanatic
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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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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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November 12th, 2004, 06:28 PM
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Re: ExMod 1.10has arived
ExMod 1.10 is out! download your copy today
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March 18th, 2006, 12:36 PM
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Corporal
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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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March 19th, 2006, 05:16 PM
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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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March 19th, 2006, 09:50 PM
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Corporal
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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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