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  #1  
Old November 21st, 2001, 12:45 AM
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Mephisto Mephisto is offline
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Default Re: TDM-ModPack 2.00 BETA

Well, any Modder can just make that many races and keep them up to date. And on a closer look, there are only a few "original" races left.

quote:
Originally posted by Q:
So why nobody tried to improve these races too? I think that if you use the TDM-ModPack you don't want to play against such weak AI empires, even if they are picked as random computer players.


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Old November 21st, 2001, 01:14 AM

Jourin Jourin is offline
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Default Re: TDM-ModPack 2.00 BETA

Tampa, I understand. I was just trying to provide balance by correcting the inbalances in the original Culture.txt
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Old November 22nd, 2001, 05:05 PM
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Default Re: TDM-ModPack 2.00 BETA

Klingon' 2k .emp file has advanced power conservation racial trait instead of natural merchants. Since AI-construction file is tuned to the default natural merchant Klingons, AI does't build any space ports when Klingons are selected via .emp file. Not good
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Old December 2nd, 2001, 12:28 PM
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Default Re: TDM-ModPack 2.00 BETA

I just uploaded the final Version of the TDM-ModPack 2.00 to the scenario board. Have fun!

[ 02 December 2001: Message edited by: [K126]Mephisto ]

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Old December 2nd, 2001, 01:14 PM

CW CW is offline
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Default Re: TDM-ModPack 2.00 BETA

Mephisto, that zip appears to be corrupted. Can you upload it again?
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Old December 2nd, 2001, 01:15 PM

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Default Re: TDM-ModPack 2.00 BETA

Thanks Meph.
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Old December 2nd, 2001, 01:19 PM

Tenryu Tenryu is offline
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Default Re: TDM-ModPack 2.00 BETA

YUP, CW's right, it's screwed. "Invalid file structure" error here.

[ 02 December 2001: Message edited by: Tenryu ]

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