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  #91  
Old April 28th, 2004, 08:31 PM
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Default Re: New SJ mod

A much improved Version now available:
http://imagemodserver.mine.nu/other/...ods/SJmodBeta/
The betadist.zip is the newest, and now includes mines.

Just need to grid tech the weapons, and playtest more

[ April 28, 2004, 22:12: Message edited by: Suicide Junkie ]
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  #92  
Old May 24th, 2004, 04:19 AM
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Default Re: New SJ mod

Well, the map analyser is taking longer than I'd hoped.

I think I'll just go with a simple SE3 style weapons for now, get the popmodifiers out and clean up a bit before posting it to PBW for some real playing without me having to process every turn.
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  #93  
Old May 28th, 2004, 03:10 PM
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Default Re: New SJ mod

http://imagemodserver.mine.nu/other/...miscellaneous/

Here's an update.
Possible name for SJmod: Gritty Economics

The stuff you've already seen, plus refined weapons, and a very new economics model.

Minerals are still here, but organics and rads are out.
Replacing them are workers and energy.

Build any of a wide variety of power plants to charge up your energy stores, and build up the training and support facilities for your spaceworkers.

Facilities also have maintenance, so you have to keep things balanced.
If you build way too many mineral miners without the infrastructure to back it up, you'll find your empire experiencing blackouts and worker shortages.
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  #94  
Old May 28th, 2004, 03:45 PM

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Default Re: New SJ mod

SJ
Excellent economics based mod. Outstanding concepts.
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  #95  
Old May 29th, 2004, 03:50 PM
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Default Re: New SJ mod

hmm, Gritty Economics Model = GEM Mod. Nice name.
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  #96  
Old May 29th, 2004, 04:56 PM
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Default Re: New SJ mod

How about a link the one below is broken
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  #97  
Old May 29th, 2004, 06:07 PM
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Default Re: New SJ mod

http://imagemodserver.mine.nu/other/...miscellaneous/
(as in my most recent post before this one)

I deleted the older copy.

PS:
I'll be updating that file in an hour or so.
Just gonna have lunch and then tidy up the tech tree arrangement.

[ May 29, 2004, 17:13: Message edited by: Suicide Junkie ]
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  #98  
Old May 29th, 2004, 06:09 PM
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Default Re: New SJ mod

Hi, SJ I have starange effects useing your mod: I've started a new game but all systems in the map are unnamed! So all planet have the same names: I, II, III etc
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  #99  
Old May 29th, 2004, 06:17 PM
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Default Re: New SJ mod

Oh, right... that's on my todo list too.
Either choose a small quadrant, or steal a large systemnames.txt from somewhere until I update it.

BTW, the AIs cannot play this.
If you can't find a friend to play against, running both of two sides on a small map will make the dynamics fairly clear.

Just running one side against nobody works too, and you can explore the tech tree faster.
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  #100  
Old May 29th, 2004, 06:30 PM
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Default Re: New SJ mod

Another strange thing - colony modules mounts affect other components too, making them 2 times smaller than usually.

And change names and description for Robo-Farmers and Robo-Rad Extractors. Where's no org and rads now

[ May 29, 2004, 17:58: Message edited by: aiken ]
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