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  #51  
Old May 9th, 2002, 08:23 PM
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Default Re: Omni Mod

As Captain Quok said, you can reprogram the music tracks in Settings.txt , but SE IV doesn't care what CD is in the drive; if you want new music, put that CD in and start the game.

I have mine set up for my "Classical Thunder" CD; the intro screen plays Strauss' "Thus Spoke Zarathustra" (theme from _2001_: A Space Odyssey).
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  #52  
Old May 9th, 2002, 10:35 PM

Derek Derek is offline
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Default Re: Omni Mod

Quote:
Originally posted by Lord Kodos:
im not starting any major work until some people join and help me out,
What other mods have you done?

Any?

You mean none?

Most people aren't willing to help someone else until they are sure that that person has the talent to do work on his own. I suggest you try and do some mods on your own, then come back with your super ambitious plans. Just a word of advice.

Derek
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  #53  
Old May 9th, 2002, 10:52 PM
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Default Re: Omni Mod

i had started the mod but my HD had erased and im not starting the major work yet like i said.i will probably havev maybe some other mod of mine out efore this
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  #54  
Old May 10th, 2002, 02:15 AM
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Default Re: Omni Mod

mm stuff for all

ship sizes:
(these are ones avalible to all races as well as any from my old thread i forgot)
Barges
Worldships
Planetoids
Arks
Sleeper Ships(if its ok with hadrian)
Ra'Shrakil Mega-Ship
Probe
Krakken
Asteroid ship
Deep Space Miner
Supply ship
Gunship
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  #55  
Old May 10th, 2002, 04:32 AM

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Default Re: Omni Mod

There is already a mod for this.

[ June 14, 2003, 18:45: Message edited by: General Talashar ]
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  #56  
Old May 10th, 2002, 07:53 PM
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Default Re: Omni Mod

ok cool so i take it you dont mind
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  #57  
Old May 10th, 2002, 09:05 PM
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Default Re: Omni Mod

hey ive started some work.right now im going about comissioning sets to be made,compiling graphics,gathering programs,and working on the flow of the campaigns.THATS RIGHT CAMPAIGNS MORE THEN ONE! here are some of them:

The Fall:You play as the Ra'shrakil during the fall and the exodus.

Resurection:The main campaign its the artifact storyline.

Invasion at freshigard:renact the great succubi invasion of frashigard!

Swarmer Wars:The vectorian swarmer wars!

and various others!
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  #58  
Old May 10th, 2002, 10:44 PM
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Default Re: Omni Mod

so do you like?some of the campaigns are one scenario but others like the main are many many many scenarios.I mentioned the extras folder right?as of now im including ESP(can i getpermission i fogot who made this) SJS neo-shipset converter,se1(i still have to ask mm so its a maybe)any one who has programs they feel should be included or know of one,please post it here thank you
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  #59  
Old May 10th, 2002, 11:24 PM
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Default Re: Omni Mod

so uhh you have no progs to send me cmon send send i need to do work on this thing im gonna takle it in ascending order once i knock the easy stuff out i take on the big stuff.as of now im working on the included se1 game savegame
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  #60  
Old May 11th, 2002, 01:15 AM
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Default Re: Omni Mod

more stuff

Temporal stuff is no longer a racial trait but a very high tech level instead.Deeply religous is split into two trees a dark for satanic or otherwise violent religons and light for stuff that beleive in the respect for all life.There are other stuff as well for example anceint race there are more benefits then just the whole map exposed.Ethereal races and Omipotents are indeed scary foes.as for the extra anceint stuff im thinking probably a tech research bonus as they already know the stuff as well as maybe some extra techs.Im adding good events.also im thinking of ways to make ruins a risk.possibly give you a negative effect but i am not sure how to implement this.
also we can expect many other things as well...hee hee
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