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November 2nd, 2002, 08:20 PM
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Corporal
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Join Date: Aug 2002
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Whats a good MOD to play?
OKay, I tried P&N its good except it needs some work... TDM is just race styles. TGE is a lil wierd for me.... I just need a good one also the b5 mod seems good but theres a lot of errors in it...
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November 2nd, 2002, 08:25 PM
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Brigadier General
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Re: Whats a good MOD to play?
TDM is just race styles.
Have you played it or just looked at it? If you just look, there is nothing special. But if you play, the enhanced, overhauled, and upgraded AI will give you a challenge.
TGE is a lil wierd for me....
TGE=The Great Experiment? That's for a pbw game. It's not something special.
b5 mod seems good but theres a lot of errors in it...
It's NOT finished yet. Have patience.
But If you don't like those mods, I suggest you try, Proportions and Devnull mod with Fyron's Quadrant mod.
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November 2nd, 2002, 08:26 PM
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Corporal
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Re: Whats a good MOD to play?
ya proportions is ogod that was the first MOD I played and I know B5 isnt finished I'm just saying I started it up and it gave me a blue screen... 5 times...
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November 2nd, 2002, 08:42 PM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: Whats a good MOD to play?
Okay, since you asked for it...
*shameless plug time*
Try Devnull Mod. Many authors, better than average AI, and ofc the infamous space monsters  .
You can dl it from my sig.
Rollo
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November 2nd, 2002, 09:07 PM
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Shrapnel Fanatic
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Re: Whats a good MOD to play?
What sort of work does P&N need?
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November 3rd, 2002, 03:06 AM
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Corporal
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Re: Whats a good MOD to play?
Quote:
Originally posted by Imperator Fyron:
What sort of work does P&N need?
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O dunno I just find it lacking for somereason
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November 3rd, 2002, 03:25 AM
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Second Lieutenant
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Location: California
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Re: Whats a good MOD to play?
Its nice to have specifics, also i suggest you try the Junkyard Mod. Its a total about face from normal strategy. I really enjoy it, although the AI doesn't know how to play it at all. You can end up using some really odd weapons as your primary weapons because of the way research works. I gtg now or i'd explain that.
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November 3rd, 2002, 04:04 AM
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Shrapnel Fanatic
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Re: Whats a good MOD to play?
Quote:
Originally posted by cshank2:
quote: Originally posted by Imperator Fyron:
What sort of work does P&N need?
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O dunno I just find it lacking for somereason Did you try playing as a Pirate or a Nomad?
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November 3rd, 2002, 06:58 AM
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Corporal
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Re: Whats a good MOD to play?
Quote:
Originally posted by Imperator Fyron:
quote: Originally posted by cshank2:
quote: Originally posted by Imperator Fyron:
What sort of work does P&N need?
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O dunno I just find it lacking for somereason Did you try playing as a Pirate or a Nomad? Yes I did and I think one bug is Nomads have swashbuckler pods for there fighters instead of salvager pods and the Pirates should auto get slave camp things
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November 3rd, 2002, 07:20 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Whats a good MOD to play?
First:
Fighters can't capture anyways. Since that ability dosen't seem likely to be in a patch anytime soon, I might as well remove the component.
Second:
The facilities added to the homeworld are hardcoded to be added by ability. There is currently no possible way to include the slave facilities on the homeworld for turn 1.
To compensate, I increased the minimum income, so you're still getting quite a lot of money, plus extra research centers to boot!
PS:
If you have problems, or find bugs, you have to speak up; I can't fix what I don't know about!
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