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  #51  
Old November 11th, 2003, 05:19 PM
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General Woundwort General Woundwort is offline
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Default Re: Star Trek Mod (Division of Labor?)

I chose the "Movie" era because at that time all three Powers (Feds, Klingons, and Romulans) were still all mutually hostile, which makes for better game mechanics (i.e. more things to shoot at and get shot at by).

Besides, most of Cleeve's graphics are movie-era ships anyways (except for the Romulans, who always got the short end of the stick re: ships until TNG).

I'm going to download the BG mod after I get my homework done - to see how another mod does things, and to inspire me to pick the Trek Mod back up after Thanksgiving weekend.

[ November 12, 2003, 19:14: Message edited by: General Woundwort ]
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  #52  
Old March 5th, 2004, 04:37 PM

DeadZone DeadZone is offline
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Default Re: Star Trek Mod (Division of Labor?)

Wow nearly 5 months since this one kinda disappeared lol, so any possible chance of its reincarnation?

Edit: BTW if someone could tell me exactly how to get SFC models into SF (boths ways in this thread refuse to work for me ) I will just send out a few emails and I could possibly have upwards of 200 models at our disposal to put into the mod

[ March 05, 2004, 14:40: Message edited by: DeadZone ]
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  #53  
Old March 11th, 2004, 06:59 PM
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General Woundwort General Woundwort is offline
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Default Re: Star Trek Mod (Division of Labor?)

Offhand, I must (sadly) say "no". I frankly bit off more than I could chew in attempting this, and the program itself has not kept my interest enough to warrant restarting the mod. I'm back to SEIV now.
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  #54  
Old March 11th, 2004, 07:47 PM

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Default Re: Star Trek Mod (Division of Labor?)

Well hopefully the next few SF patches will improve the game tenfold, and hopefully someone may be able to make some modding tools (if Aaron doesnt have the time to do it himself
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