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  #1  
Old April 5th, 2006, 12:51 AM
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Default Re: Coreworlds and Outposts Mod

Sounds interesting... I might join a PBW game if you start one
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  #2  
Old April 5th, 2006, 02:42 AM
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Default Re: Coreworlds and Outposts Mod

One of your first posts is a mod?...

...Yep, you'll fit right in.

Welcome to the forum. Cheese?
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Old April 5th, 2006, 07:13 PM

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Default Re: Coreworlds and Outposts Mod

Quote:
Sounds interesting... I might join a PBW game if you start one
If a few more people express an interest in the mod then I will gladly do so.

Quote:
One of your first posts is a mod?...

...Yep, you'll fit right in.

Welcome to the forum. Cheese?
Thank you for the welcome! I have been reading these forums for awhile but never registered until recently.

This mod started out as an idea I had to address the issue of smaller ships not being useful later in the game. As it evolved I began to add other ideas that I liked. When I decided that it was ready for other players to look at I went ahead and released it. I just never expected that to be a frightening experience, "Will they like it? Will they hate it?" Fright is probably too strong a word but it is an odd feeling putting something of yourself out there for the world to see.
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Old April 5th, 2006, 11:53 PM
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Default Re: Coreworlds and Outposts Mod

I gotta warn you, from the mod description you'll be competing with the proportions mod...
http://www.spaceempires.net/home/viewlink-40.html
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Old April 6th, 2006, 12:58 AM

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Default Re: Coreworlds and Outposts Mod

I prefer to think that the different mods do not "compete" with each other. Proportions is a well-polished and great mod and I would hope that because I chose a similar (but not same) idea for part of my mod no one thinks I am knocking it, that is not my intent at all.

I think you could take 10 modders and give them all the same task or problem and you would get 10 different approaches toward resolving that task or problem. Different is not better or worse (generally speaking), just different. And if nothing else, maybe someone will look at my mod and it will give them an idea for one of their own!
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Old April 6th, 2006, 01:33 AM
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Default Re: Coreworlds and Outposts Mod

Sounds interesting. Not sure what the significance of mines being on drone hulls (other than no auto-kaboom, and no minesweep component) and sats on fighter hulls is, but then, I'm not a modder. But I tend to like mods where colonies take hundreds or thousands of turns and an insane amount of resources to turn them into a homeworld-type world, so sounds good

And you're a Bleach fan I started watching it over spring break, caught up all the way to 71 in four days... it can be addictive.
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Old April 6th, 2006, 01:48 AM
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Default Re: Coreworlds and Outposts Mod

Drone mines are a great idea.
Even better than just removing minesweepers
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Old April 6th, 2006, 03:02 AM
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Default Re: Coreworlds and Outposts Mod

Quote:
shinigami said:
I prefer to think that the different mods do not "compete" with each other. Proportions is a well-polished and great mod and I would hope that because I chose a similar (but not same) idea for part of my mod no one thinks I am knocking it, that is not my intent at all.
That wasn't my meaning, either.
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Old April 8th, 2006, 04:09 PM
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Default Re: Coreworlds and Outposts Mod

so how does a drone mine work? no strategic movement, combat movement only, no drone supply use, ramming warhead?

Reminds me a little bit of the mines in Pax Imperia II.
This way, you really would use Point Defense as a mine sweeper. Devnull Mod has done that for a long time, but only by using regular mines and giving PD the "mine sweep" ability.

This sounds really cool. I assume its the same idea for sats? fighters with combat movement, but no strategic movement?

How about the homeworlds that are not duplicateable, but dry up in a hundred years? Special Homeworld facilities that produce huge resources, but also reduce planetary value, so they will dry up? You know that planetary value reduction stacks, so if you fill the planet with these facilities, it will be losing like 10 or 20% of its resource value every year?

you could work around that by puting the value reduction on the spaceport, or something - and disallowing "natural merchants" but then someone could halt the homeworld value reduction by scrapping their spaceport and building a new one on another planet in the system.
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