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  #1  
Old March 13th, 2002, 12:46 AM
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Tnarg Tnarg is offline
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Default mods altering game play at all?

I have finally figured out how to install some mods off of the extras folder included in the SEIVGOLD and a few off of Universal Ship Yard site. My question is some of them transfered directly into my races folder, where as some had their own folder and i needed to go into Path.txt and alter for the game. The ones in my race folder come up with the rest of the original races included in the game. Do I have to worry about these extra races causing a crash or anything if I am playing a normal game?
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Old March 13th, 2002, 01:02 AM

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Default Re: mods altering game play at all?

The player created races should cause no problems. In fact most would agree that some of the player created races and AIs are better to play against then the included races. So try em all and see what you think
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Old March 13th, 2002, 04:27 AM

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Default Re: mods altering game play at all?

If you are looking for a mod that changes game play, I'll try to whip a demo of the UM2 up later this month...

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Old March 13th, 2002, 09:47 PM
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Default Re: mods altering game play at all?

Whenever I use some of the mod races, I get several screens that say: no ship enter through mines setting, no ai ship, bla bla, bla, bla, for several screens per race during the loading of the initial game. Does this mean anything drastic as far as how the computer plays these races.
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Old March 13th, 2002, 09:54 PM
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Default Re: mods altering game play at all?

I'm not an AI guru, but it sounds to me like you are using 1.49 AIs under gold, or maybe AI's that aren't up to the latest patch.
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Old March 13th, 2002, 11:56 PM

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Default Re: mods altering game play at all?

I tend to do component and facility mods. The only thing I usually have to do to get my mods to work for other races is add appropriate levels of construction and ship construction so each race can get the full extent of the mods. Otherwise, they tend to use the components/facilities w/o problems.

Oh, sometimes I have to increase the Missile Weapons level for races that use Capital Ship Missiles and/or Plasma Missiles. (Since I made some high-level missiles that do more damage and have higher seeker damage Ratings to resist point defense.)

What I have so far is a basic armor (10kt tonnage/10kt structure), a basic point defense weapon (very short range/low damage) and two "lvl 0" facilities that the AI could use.
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