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  #1  
Old December 18th, 2005, 11:16 PM
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Default Re: Masters Mod v1.0 released

Nah... we need NO MORE He-Man vs. Skeletor!
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Old December 18th, 2005, 11:56 PM
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Default Re: Masters Mod v1.0 released

Quote:
...I'd be interested in joining a PBW game should you set one up...
Unfortunately, I don't play much over PBW. (Hence the AI friendliness of this mod.) Don't let that stop you from setting up your own game though. There are some techs, like the Rocket Boosters, Hyperdrive, Smoke Screen Generator, and Small & Medium Ringworlds that can only be used by humans. And only a human player will be able to use the Drones and Fighters to their maximum effectiveness.
Quote:
...the different traits seem quite inspired by Stars!
I liked Stars!, and I took a little bit of inspiration from there, but these traits are all SE4. Too bad you can't mod in Alternate Reality, Mineral Packets, Stargates, and Stars!-style mine fields.
Quote:
Have you thought about adding traits for races that are the opposite of masters?
I don't think it's possible, since there's no way to make a racial trait remove stock techs. I'm going to add more Master traits in version 2, and I'm also toying with the idea of adding in things like "Star Wars" Master traits.
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Old December 19th, 2005, 12:16 AM
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Default Re: Masters Mod v1.0 released

I was thinking in terms of movement or supply penalties etc. that players could choose in order to grab a few more masters traits...
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Old December 19th, 2005, 12:56 AM
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Default Re: Masters Mod v1.0 released

Hey, weren't you the one who made the Pointer Mod, Urendi? I loved that mod... what ever happened to it?
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Old December 19th, 2005, 01:31 AM
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Default Re: Masters Mod v1.0 released

Pointer Mod's still sitting on my hard drive. I can re-post it again if you want a copy. It was too much of a beast to keep developing.

I wanted to write AI for it, since all I play is single player, but I'd have to write all new AI research files from scratch, since the tech tree had been completely re-written. The Masters mod incorporates a few ideas from the Pointer Mod.
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Old December 19th, 2005, 05:26 AM
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Default Re: Masters Mod v1.0 released

Quote:
Ed Kolis said:
Nah... we need NO MORE He-Man vs. Skeletor!
By The Power Of Grayskull!
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Old January 6th, 2006, 03:04 PM
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Default Re: Masters Mod v1.1 update released

Download v1.1

Just two tweaks:
added defensive bonus to Drone Master drones
added supply storage ability to Strategic Drones

but they greatly improve Drone Master performance
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  #8  
Old January 7th, 2006, 12:27 PM

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Default Re: Masters Mod v1.1 update released

I tried to load the mod, but it keeps saying music files missing and then when I click Close, I only have the credits and quit game button.

what can I do :S ?
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  #9  
Old January 7th, 2006, 02:36 PM
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Default Re: Masters Mod v1.1 update released

It works for me... are you running SE4 Deluxe? Did you for some reason delete anything out of your Music directory?
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Old January 8th, 2006, 02:21 PM

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Default Re: Masters Mod v1.1 update released

I never performed the update, I am still playing gold, I got it working by setting all the music values to 0 and the trues to false, anyway, all working now and I will do the update later.

I also thing I have found a bug for this mod, I am playing with 5k empire points, and have got quite a few diffrent bonuses that this mod gives, I have got a Battlemoon (10MT ship), and placed 1 warp engine on it, it gives the correct movement points, but then when I put a structural integrity field on board, it drops the movement points instead of giving plus 1.

I can not remember off by heart as I have a few diffrent components that give movement, but I think it is engine + dampner + solar said = 15, but when I also add the structural field, it drops to 9,

anyway, this mod is really nice! thanks!
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