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  #21  
Old May 9th, 2002, 09:02 PM
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Default Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold

Whooo, I've been waiting for something like this for a long time. Thanks for consolidating almost everything into one mod. This makes my life much easier.

Couple questions.

One I noticed that in the quadrant choices, they are just the standard choices offered in the regular game. I know that the proportions mod has quiet a bit, did you just leave those out?

Two I spent about a week designing a map from proportions that I was going to use: A Tri Polar with lots of goodies here and there. Probably can't use that in your mod right?

Three, I noticed that their is the small infantry (from proportions) file in the pictures folder; however, in the game when I try to design my troops, just the regular small, medium, and large show up.

Four, now that you have heavy bombers and gunboats, would the ability to load boarding parties or landing troops on these be kind of hard to incorportate perhaps in the future as an idea.

Five, thanks again, just what I needed.
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  #22  
Old May 9th, 2002, 09:45 PM
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Default Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold

Offhand, I would expect you to be able to generate a map in Proportions and/or the map editor, and then load it into other mods like this one... because... I think most of the map data occurs during creation and editing, rather than being referred to data files during play. Not sure though - you'd have to go check.

PvK
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  #23  
Old May 9th, 2002, 10:13 PM
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Default Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold

If you save a map within the game, then load it into the Map Editor or another game, the systems and system objects will be there, but nothing will be colonized. The Map Editor will let you specify which planets will be players' first homeworld, but there's no way to control a multi-planet start.

If you're trying to set up a scenario, you have to do it as a savegame.
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  #24  
Old May 9th, 2002, 10:27 PM

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Default Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold

Quote:
Originally posted by tnarg:

One I noticed that in the quadrant choices, they are just the standard choices offered in the regular game. I know that the proportions mod has quiet a bit, did you just leave those out?
I will be adding those in in the next release, due out sometime this weekend; I wanted to make sure things worked first without those.

Quote:
Two I spent about a week designing a map from proportions that I was going to use: A Tri Polar with lots of goodies here and there. Probably can't use that in your mod right?
Shouldn't be a problem, as soon as I add in the Tri-Polar

Quote:
Three, I noticed that their is the small infantry (from proportions) file in the pictures folder; however, in the game when I try to design my troops, just the regular small, medium, and large show up.
I was going to muck about with the ground combat stuff, but then decided I wanted to work on the space combat and economy first. Ground combat changes may or may not make it into the next release.

Quote:
Four, now that you have heavy bombers and gunboats, would the ability to load boarding parties or landing troops on these be kind of hard to incorportate perhaps in the future as an idea.
I would love to do that, however, I am not sure yet the effect on game balance, if it is even possible. I'll have to see. Probably not in the next release, but maybe after.

Quote:
Five, thanks again, just what I needed
You're welcome; be sure to welcome PvK and Rollo, also.

Derek
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  #25  
Old May 9th, 2002, 10:29 PM

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Default Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold

Quote:
Originally posted by oleg:
It is not the ultimate mod for sure. To become one, Derek must add pirate/nomade races. That would do it.
That is on the list of to-do's, but way down near the bottom. Part of the problem is that Pvk's Proportions so changes the economic model (in ways that I like, mind you) that Pirates & Nomads will have to be changed drastically to work correctly.

Derek
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  #26  
Old May 9th, 2002, 11:52 PM
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Default Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold

Hmmm.. I think the P&N v2.6 (currently beta) will help a great deal with this fusion of the mods.

Of course, Suicide Junkie is the guy to ask.
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  #27  
Old May 10th, 2002, 12:05 AM
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Default Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold

Actually I was thinking about how to add pirates to Proportions:

1: Make two race types ala P&N mod.

2: Make the city type facilities and colony modules require normal.

3: Give pirates some sort of early boarding abilities, a maintanance reduction component, and scraping bonus facility.

Why didn't you add a warbase? It would be nice to see larger sized bases.

How about a battle moon??? I love those things.
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  #28  
Old May 10th, 2002, 12:11 AM
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Default Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold

Forgot to mention that I think proportions is perfectly suited for Pirates. The low increased value of ships, and the slower advancement produces an atmosphere where pirates could seriously prosper. Also the increased number of transports milling about produces a greater number of targets for pirates to attack.

I geuss pirates would probably need some sort of uber storage facilities too.
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  #29  
Old May 10th, 2002, 12:15 AM
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Default Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold

In P&N they have said Uber-Facilities (me thinks so anyway... oh, now 'm double guessing meself)

Edit - me spelling

[ 09 May 2002, 23:16: Message edited by: jimbob ]
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  #30  
Old May 10th, 2002, 12:19 AM
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Default Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold

Alright, few more questions:

one, I noticed in the readme that the Derek's Mod Gold incorporated some newtonian travel methods. I'm used to the proportions method of bigger ships, slower travel, how drastically different is this from the travel method utilized in the Derek's Mod Gold?

two, I also noticed in the readme that some of sizes of ships have certain amounts of engines allowed. In the colony ships, and smaller, I can have as many as space allows. Is this supposed to be like that?

three, the PD cannons have the special ability to sweep mines, which makes sense. Can they also serve as regular anti seeker and fighter purposes like the description says.

Four, gravitic drive is gone? Does the solar sail replace its functions?

Five, I like how you added a few more advanced trait technologies. Any more up your guys sleeves?

Thank you for time and patience.

Just for curiosity sake, when do you think that you would be release the next Version.
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