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Old March 4th, 2001, 09:44 PM

WhiteHojo WhiteHojo is offline
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Default Re: Updated Research&Ships mod and new Quadrant&Systems mod

Emporer - what exactly do your EA & sergetti files do that would change the Mephisto/Daynar(?) file/mods? Are they compatible? If you load the other races w/your mods and not the EA/Ser will it seriously hamper their competitive balance in a game?

thanks

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Old March 4th, 2001, 11:59 PM

God Emperor God Emperor is offline
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Default Re: Updated Research&Ships mod and new Quadrant&Systems mod

White Hojo, I have withdrawn my previous Sergetti and EA files to ensure compatibility with mod pack. My earlier files were tweaks of the basic files, but, I didnt spend too much time customising the races themselves.

I may put out a "Filler tech" Version of the mod pack Sergetti and EA files if I find these races to be a little weak with the four tech research queue, or if anyone is interested.
Without Filler Tech, I suspect that EA and Sergetti will be a little weaker than the other races in the early part of the game. Filler tech does not have a great impact on the middle or late stages of the game when the AI players have a reasonable number of research points and can knock over techs in say four or five turns. The main impact is early on when research points are low and the time to research the Theoretical techs is relatively high.

Also, the EA and Sergetti shipdesigns are lighter on in point defence which makes them more susceptible than the other races to missile attacks.
I also note that the research files contain a few of the problems of the original files - eg Shields is researched about eight Techs after Physics, rather than immediately after like you or I would do.
Hmmm, the more I think about it, the more I think I will put out a tweak of the mod pack EA and Sergetti files.
Regards,

God Emperor

[This message has been edited by God Emperor (edited 04 March 2001).]
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