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May 31st, 2004, 07:30 PM
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Second Lieutenant
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Join Date: Jan 2004
Location: Australia
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Re: Junkyard games?
Why the extra ice tech levels - do they make any difference.
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May 31st, 2004, 07:44 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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Re: Junkyard games?
Oops... I was going to make them go to 12 originally but I got lazy so I made them go to 5 in components.txt... but I forgot to change techarea.txt. Thanks for noticing though! 
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May 31st, 2004, 09:15 PM
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Join Date: Apr 2001
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Re: Junkyard games?
New Version of mod uploaded!
I didn't change the base repair bays or the CSM's, the first because I realized they also repair a lot faster than the ship bays, and the second because I figured it must be an intentional change that Puke made, and besides, I didn't feel like checking ALL the seekers in the game 
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June 1st, 2004, 09:03 PM
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Captain
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Join Date: Apr 2004
Location: Texas
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Re: Junkyard games?
Ok...D/L'd mod. Extracted to SE4G folder...into its own folder...just like any other mod. Run the Mod Launcher...pick the Junkyard Mod, and get the following error...
"High Energy Magnifier 3 could not find Weapon family...."
Might want to check that out Ed...
Also...It won't let me start a new game to make my empire file. Only options are Credits and Quit...any Idea what I'm doing wrong?
Kana
[ June 01, 2004, 20:04: Message edited by: Kana ]
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June 1st, 2004, 11:29 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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Re: Junkyard games?
Ack! I knew there was SOMETHING wrong with the high energy magnifier III - it wasn't appearing at all in Puke's original Version of the mod! It appears my fixing that problem has only brought another to light... Let me see what I can do about it, then I'll upload another Version... but now I have somewhere to go 
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June 2nd, 2004, 03:58 AM
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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Re: Junkyard games?
New Version of mod uploaded! Get it at PBW archive!
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June 2nd, 2004, 04:03 AM
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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Re: Junkyard games?
Just for clarification, you will get 5000 research points on the first turn of this game; I hereby decree that you are allowed to spend them to get a cheap tech (or more if you can find even cheaper ones  ) of your choice (no sense putting them toward a partial tech) - any objections?
BTW, I realized I made colony tech too cheap, but that only really makes a difference in 20K and 100K resource games (where you could grab all of them and have points left over  ) , which this isn't, so it doesn't matter 
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