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  #1  
Old June 29th, 2004, 10:10 AM

Abdiel Abdiel is offline
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Default Re: ExMod 1.09 has arived

Hmmm. I got tempted.

-Error during Galaxy creation: Stellar Ability Types Data Files Errors: c:\...\space empires iv gold\exmod 1.08\data\stellarabilitytypes.txt
and in the box below: Could not find field "Ability 68 Chance" in record 1.
- But a galaxy did get created, don't know what difference it makes, though.
- You missed out some capitalizations in Empire Names.
- Add a +Space Combat stats kind of racial trait?
- Could all the names with special characters be removed/changed? On machines running different language packs simultaneously, as would people from all over the world, some names get garbled into undecipherable things.
- Space ports, Resupply Depots, and Space yards still have a prohibitive cost. I can't set up any colonies at any speed this way...
- I hope you tweaked the number of militia per population.... with Huge planets going up to 21B, troops are either going to be extremely powerful, or are going to become obsolete. You'd need way too many troop ships to even consider a war capturing colonies.

Okay. Time to resist the temptation to test. Wave

Abd.
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Old June 30th, 2004, 12:05 AM

The Frenchmen The Frenchmen is offline
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Default Re: ExMod 1.09 has arived

Well, 1.09 is available for download

I'm not sure if you can add a +space combat stat racial trait =(

I could only find one or two missing caps in the names text files, feel free to tell me what i missed =)

Working the the diffrent charactors

The idea around the space ports is that their massive structures, and therefore take a long time to build if you don’t have millions and millions of people (350million and on emergency build it takes 6 turns...with out any race modifiers)

A huge planet with 21B people, I wouldn't try to take it over right away... I'd kill some pople off first then drop my troops. But smaller planets with less then 1billion people should fall rather easily. But remember, it takes a LONG time to get a planet with 21billion people, exept if its a homeworld or sompthing.
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Old June 30th, 2004, 07:28 AM

Abdiel Abdiel is offline
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Default Re: ExMod 1.09 has arived

Hmm my concern about space ports was that it made the game go too slow, way too slow. The stock game itself is slow enough already on a large map, and that's with me taking every single planet effortlessly.

And there's no way to transport some 340M people onto a colony, unless I lose a lot of engines. And well, personally, I hate slow games, slow ships... Oh yeah. So I'll take natural merchants, save myself a few years!

Kill some population first? But that'd also mean destroying a whole load of facilities, cargo, etc... then i might as well not take it over.. Perhaps a solution would be to make facilities Last longer by having a lower chance of being hit, or killing more population per damage point... I'm sure something can be done.

Abd.

And no, haven't tested 1.09. Too tired today
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Old June 30th, 2004, 08:41 AM

The Frenchmen The Frenchmen is offline
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Default Re: ExMod 1.09 has arived

A transport with starting tech gets 330mill on it, the colony ship gets 34mill (with one cargo bay) thats 364million. After you turn emergency build on it takes 0.6years - not so bad if you ask me =P. The other way is natural merchants... no space port needed =)

Also, theres a neutron bomb that only kills population for that planet with 21billion =)
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Old June 30th, 2004, 11:29 AM

Abdiel Abdiel is offline
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Default Re: ExMod 1.09 has arived

Ahh yes. I thought of the transport soon after I posted But still that'd set my colonization and land grab far back, by half since a transport takes about as much time as a colonizer. Then again, everyone's set back as much... true. Good point =) Does your AI know to build transports to send population?

Oh yes. I didn't think of the neutron bomb. Eheheheheh. Now there's a thought. *evil laugh*

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Old June 30th, 2004, 11:32 AM

Abdiel Abdiel is offline
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Default Re: ExMod 1.09 has arived

Oh wait. Still, could you lower the costs somewhat? 6 months on emergency build leaves little time for any development, and the slow time would absolutely kill... The gameplay would slow to a crawl.

If you could bring it down to 6 months on normal build AFTER you transport population, now that would be just about balanced. The player is glad that his strategy of transporting population has worked somewhat. And you do have a point, that it is far more realistic that way. (put it in the mod desc!)

Oh yeah. Want me to write a modinfo?

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Old June 30th, 2004, 03:14 PM
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Default Re: ExMod 1.09 has arived

Quote:
But where to get generic_portrait_infantry.bmp?

.../...

Adamant has such a file in its Pictures\Race Generic folder. I believe it is different from the one in Proportions.
Or, you culd leave the file out of your mod and just instruct ppl to download the neo-expansion pack from my website. It contains a generic infantry pic, as well as infantry and other neostandard pics for numerous stock races.
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