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  #1  
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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  #2  
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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  #3  
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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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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  #5  
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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  #6  
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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  #7  
Old May 29th, 2004, 09:53 PM
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Default Re: New SJ mod

I'm playing as Rock native race, and can't find a Ice or Gas colonisation tech to research. Are they forbiden?
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