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February 20th, 2003, 09:26 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Horrible Doom
It could only use FQM deluxe if another mod was made that combined P&N with FQM deluxe. Not that that would be hard to do, but it is what would be required to do. 
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February 21st, 2003, 07:12 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Horrible Doom
Well, I've uploaded 3.1c R3 to PBW, and left Geo a message that I did.
Thankfully I have high-speed access or all this uploading the exact same files with one-character differences would really get tedious 
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March 25th, 2003, 07:47 PM
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Lieutenant Colonel
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Join Date: Feb 2001
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Re: Horrible Doom
Woo-Hoo! We're up to Revision 7 now! The problem is, the PBW site lists the mod used as r4. So, erm, which revision should I use to create my .emp file?
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March 29th, 2003, 06:12 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
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Re: Horrible Doom
Revision 6 increased the price of natural merchants, but other than that, the EMPs should be fine.
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March 29th, 2003, 08:08 PM
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Captain
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Join Date: Jun 2001
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Re: Horrible Doom
SJ: If you make one more revision to P&N, well, I don't know what I will do, but lets just say it won't be pretty.
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March 29th, 2003, 09:46 PM
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Shrapnel Fanatic
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Re: Horrible Doom
Quote:
Originally posted by Suicide Junkie:
Revision 6 increased the price of natural merchants, but other than that, the EMPs should be fine.
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Actually, that would invalidate all empire files.
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March 29th, 2003, 09:58 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Horrible Doom
You sure? I thought it only invalidated if the number of traits changed. So, if costs or the order of things changed it would confuse things a bit but not totally choke.
In any case, you might as well use R7 when creating your EMP, since the game should be updated to it soon.
You should be able to edit an older EMP file to make sure it still works.
[ March 29, 2003, 19:58: Message edited by: Suicide Junkie ]
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