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  #1  
Old February 19th, 2004, 10:43 PM
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Rollo Rollo is offline
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Default Re: "The Miner\'s Guild" Mod discussion thread.

Quote:
Originally posted by David E. Gervais:
Since this is a mod of the Devnull Mod, I suggest you grab the .emp files from it and copy them to the empires folder in the MinersGuild_Mod...
nonono, all wrong.

*klonks David over the head with a Shovel.

Since you added new racial traits, the old Devnull Mod Gold .emps won't work anymore.
That's why you deleted them in the first place, remember?

[ February 19, 2004, 20:45: Message edited by: Rollo ]
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  #2  
Old February 19th, 2004, 10:54 PM
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Default Re: "The Miner\'s Guild" Mod discussion thread.

Quote:
Originally posted by David E. Gervais:
Since this is a mod of the Devnull Mod, I suggest you grab the .emp files from it and copy them to the empires folder in the MinersGuild_Mod. As for the new Race, I added them to the 'Quick Start' races and you can choose their portrait/shipset in the new race selection. But never thought of creating .emp files for them, seeing that they meant to be a player race, not AI. I didn't see the point. Most if not all players prefer to create their own races anyway. I don't think I have ever played 'existing empires'. But I might be wrong.

Cheers!
Ok. I'm just not used to that. Most mods have existing races, with the .emp files included. But if I got to create my own race, that's no problem.
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  #3  
Old February 20th, 2004, 03:36 AM
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Default Re: "The Miner\'s Guild" Mod discussion thread.

Wait, what Version is that again?
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Old February 20th, 2004, 04:08 AM
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Default Re: "The Miner\'s Guild" Mod discussion thread.

Quote:
Originally posted by Rollo:
quote:
Originally posted by David E. Gervais:
Since this is a mod of the Devnull Mod, I suggest you grab the .emp files from it and copy them to the empires folder in the MinersGuild_Mod...
nonono, all wrong.

*klonks David over the head with a Shovel.

Since you added new racial traits, the old Devnull Mod Gold .emps won't work anymore.
That's why you deleted them in the first place, remember?

Thanks Rollo, a good klonk always clears the head. I actually forgot about that. So yeah, create your own new .emp files, yeah, yeah that's the ticket.

Cheers!
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  #5  
Old February 20th, 2004, 05:21 AM
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Default Re: "The Miner\'s Guild" Mod discussion thread.

Hmm, bit of a problem.

I, naturally, played without remote mining, and I've survived to the third decade while building up an, IMO, decent economy.

Just had my first fight with fighters, and well, the AI can't shoot at my fighters...
It was a total slaughter.
The PDCs only go after missiles... and the APBs are looking at 1% accuracy at best.

Is there any hope for the AIs to develop anti-fighter weapons?
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  #6  
Old February 20th, 2004, 09:57 AM
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Default Re: "The Miner\'s Guild" Mod discussion thread.

which AI was that?
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  #7  
Old February 20th, 2004, 11:41 AM
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Default Re: "The Miner\'s Guild" Mod discussion thread.

Quote:
Originally posted by Puke:
wow, neat. I used to love miner 2049er.

you know, its awfully easy to make profitable ships with this thing - ones that do not even require mining. the maintenance reduction is so high for some of the hulls, a little race bonus should put you over the top.
I tried to make a Talisman fighting ship out of the "mining base" hull, but there was so little space left over for decent weapons after I'd added the Talisman, EMC and reflective and stealth armor, and it was so slow, that I thought I'd rather build a big battleship or dreadnaught and pay oodles more in upkeep than have to build an equivalently effective swarm of those converted miners. They could be useful as defense ships though.

I think that 5% or so is the least you can pay in upkeep on a ship under any conditions.

I often start with a few pre-created AI empires as well as random ones just to ensure I will play against the United Floral and the Space Monsters for example. The empires folder is empty and the devnull ones won't work as has been mentioned above. In quickstart (not that ANYONE EVER uses that,) the Spelunkers have a description identical to the Praetorians (which kind of seems to fit, but still.) I've converted the splash screen to a bitmap of the appropriate size, but can't see it (launching from modpicker.) That's probably just me doing something wrong like placing it in the wrong directory. For a mod that's nearly the size of Devnull (27Mb) I just expected more. Why don't you have someone create and playtest a few AI empires and add them to the next Version?

Also, the menu buttons are a bit too flashy for my taste. It would probably be less jarring without that "shiny gloss" effect. Asteroid images fit the theme though, and it's frightening that they can go over 300% Three or four starbases can probably supply my entire empire for a while.
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