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  #11  
Old December 2nd, 2001, 01:45 PM

dumbluck dumbluck is offline
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Default Re: The Crazy Outta Control Mod

quote:
Originally posted by Rollo:
Maybe the uploads don't work correctly.


*sigh* And they went and got my hopes up, too....

[ 02 December 2001: Message edited by: dumbluck ]

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  #12  
Old December 2nd, 2001, 08:14 PM
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Default Re: The Crazy Outta Control Mod

Ok they say they fixed the problem, so here is the upload again:

1007316835.zip

Have fun!
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  #13  
Old December 2nd, 2001, 08:22 PM
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Default Re: The Crazy Outta Control Mod

Please post the links and such in the forum and discuss here please. Otherwise most folks may miss the mod.
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  #14  
Old December 2nd, 2001, 10:25 PM
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Default Re: The Crazy Outta Control Mod

And don't forget to post if your the one working on the mod at the moment. Don't want to have two people working it at the same time.
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  #15  
Old December 4th, 2001, 04:19 PM
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Default Re: The Crazy Outta Control Mod

OK, let's kick this off:

!I got it!

And I've made my changes... but I'm not allowed to upload. Tell you what, next person to shout "I got it" on this thread, include your email address and I'll mail it to you. Then you can post here when you're done and report the changes you've made, ready for the next shout.

Anyway, I'm a complete noob when it comes to modding so I kept my additions modest:
I added a "Research" Tech Area. No prerequisites. (Space flight / colonisation didn't seem appropriate.)
I then added 3 minor research facilities: campus (I), college (II) and university (III). University also provides a reproduction bonus from all those frisky students=-) It might be cool to leave bonus that out of higher level research facilities, so the player isn't so sure about upgrading, but hey - that's up to you lot.

Oh, and I may have noticed an error in the facility file, but being inexperienced in these matters I could be wrong: The urban centre lists 4 abilities but the field only says it has 3.

Sorry if I bent the rules, but I wanted to get this great idea rolling.
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  #16  
Old December 4th, 2001, 10:05 PM
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Default Re: The Crazy Outta Control Mod

I'm gonna try and keep this moving by saying:

"I got" -ZeroAdunn@hotmail.com

While a violation of the rules am going to leave the research tech in, as I think it is appropriate, however the tree should grow off these two from now on.

[ 04 December 2001: Message edited by: ZeroAdunn ]

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  #17  
Old December 5th, 2001, 11:12 AM
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Default Re: The Crazy Outta Control Mod

Here it is. 1007542853.zip

I had to do some changes. Dogscoff you had the start level for your research set to 3, so if I started a game I would get that at max level to start.

I added one more base tech "Planet utilization: The science of utilizing planets" and made it a prerequisite for research.

I slightly moded your research output to show the slower progression I was going for. (this is so we can have more unique facilities and components)
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  #18  
Old December 5th, 2001, 04:21 PM

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Default Re: The Crazy Outta Control Mod

Got it!
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  #19  
Old December 5th, 2001, 06:03 PM

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Default Re: The Crazy Outta Control Mod

Ok, let me in on the secret, how did you upload the file???
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  #20  
Old December 5th, 2001, 06:47 PM
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Default Re: The Crazy Outta Control Mod

quote:
Originally posted by Val:
Ok, let me in on the secret, how did you upload the file???


Go to the Mod section.
Post reply.
There is an upload button on the left side beside the space where you type the text.
After uploading and posting you can link to the file here (not really necessary).

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