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March 14th, 2002, 12:02 AM
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National Security Advisor
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
They'd be better off in their own mod or just as a race style methinks. Ships that can accelerate without regard to g-forces, as the SE4 ships and the ships in most SF can, would so outmanuver them it wouldn't even be funny.
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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March 14th, 2002, 01:27 AM
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Major
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Location: Lansdale, PA
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Wr8th:
Right now the mod is 1.49 (old SE IV), but we just posted AIs for Gold for all the existing races on our site! All of the graphics and sounds should work just fine with the new Gold edition, so it's just a matter of updating the correct files once we have it working in 1.49 (sounds so easy). Another issue is that right now the AI doesn't really work with the mod as it is aimed towards standard SE IV, MB is currently working on the daunting task of writing AI for this project using racial specific components - but this will take a while
Never heard of the "Moties" - newer or older sci-fi?
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March 14th, 2002, 01:47 AM
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Major
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
That's the question.
If most people has or is going to have gold Version, there would be no point in making a v1,49 mod.
What do you think?
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March 14th, 2002, 02:02 AM
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Major
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I'm figuring on finishing the B5Mod out in 1.49 - as we are sure people have it - and then upgrading everything over to Gold (with a good deal of help from the experts). But it might make more sense to see what everyone has and get an idea of how many Gold v. Standard players there are. Maybe start a thread to get a count 
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March 14th, 2002, 03:53 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
From what I have seen, doing P&N v3.0, an update to gold is not very hard. IMO, it would be easier to update later, rather than manage two mods simultaneously.
I might have time to write (or at least start on) a classic-to-gold Modpatcher this weekend.
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March 15th, 2002, 06:54 AM
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Major
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I made Star Wars cloaking device hard to research, big and expensive.
Now if I could make it leave the ship blind and have some movement penalty I would be able to make it give cloaking as strong as mines without too much disbalance.
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March 15th, 2002, 07:18 AM
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Major
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Andres:
You can give it a truely MASSIVE penalty to hit anything - effectively making it blind in combat.
SJ:
A Classic-to-Gold mod program? Is there no end to your magic?
I'm up for finishing this in 1.49 then modding it up to Gold at that point. The only Gold I wanted to try to get posted was the AI so people can use those fine shipsets in their games 
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