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  #1  
Old January 27th, 2003, 12:57 PM

dumbluck dumbluck is offline
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Default Re: Wanted: Alpha testers for the AoW mod.

Quote:
Originally posted by mlmbd:
DL: AoW v0.81.

Game Date: 2413.5

Ship Construction Lv-6 | Cost-70000, No results. For Ship Construction 7, Turbo Lift.


Tech crossover with Applied PoliSci 1 gives the Officer's Mess. Tech Crossover with SY 2 should have yielded SY 6 facilities and components.

(BTW, Turbolift comes with level 8 in Ship construction. Level 7, crossed with Ship Capture weaps 3, grants the Small Arms Locker.)

Quote:
Ship Construction Lv-8 | Cost 90000, no results.


See above. The turbolift has no other tech requirements. I don't know why you didn't get it... Crossed with level 3 in Ship Yards, you should have gotten Ship Yards 8 (both the facility and the component).

Quote:
[Ship Construction Lv-9 | Recreation Room Crew Quarters looks like the same bmp as the Engineering Crew Quarters.


They are different pictures. Look closely.

Quote:
Planetary Engineering Lv-2 | Cost 100000, No results.


This tech is a secondary requirement for the systemwide single resource production bonus facilities. (ie System Mineral Scanner). I'm planning on breaking Climate Control, Value Improvement, and Atmosphere ConVersion into 3 seperate trees. Climate control available under PE1, Value Improvement under PE2, and Atmosphere ConVersion under PE3.

Quote:
tesco, I don't think it quite as dramatic as all that. I do agree that testing by PBW is a really good idea. But, live or die! I think not!
Alright, just out of curiosity, let's have a show of hands; how many people would be interested in joining a PBW alpha test of this mod?
(edit) Err, maybe you should just post that you would be interested, since I can't see into each of your individual homes/workplaces/wherever...

[ January 27, 2003, 11:01: Message edited by: dumbluck ]
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  #2  
Old January 27th, 2003, 01:27 PM
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Default Re: Wanted: Alpha testers for the AoW mod.

DL, I know there are different images. But you have to 'LOOK VERY CLOSELY' to see the difference. IMHO I don't think anyone should have to inspect a bmp for 10 mins to see if they all ready added a 'new' crew quarters.

mlmbd holds up his hand!

mlmbd
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  #3  
Old January 29th, 2003, 06:05 PM
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Default Re: Wanted: Alpha testers for the AoW mod.

DL, are you going to make any changes to the mod for the Patch 3 v1.84?

mlmbd
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Old January 29th, 2003, 07:09 PM

tesco samoa tesco samoa is offline
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Default Re: Wanted: Alpha testers for the AoW mod.

P-D you need catchy Posts these days....

Quite catchy...
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Old January 30th, 2003, 01:49 PM

dumbluck dumbluck is offline
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Default Re: Wanted: Alpha testers for the AoW mod.

I don't know. Most of the weapons stuff is still just ideas on electronic paper right now. My next big project after playtesting what I've got now is to balance PDC/missles/fighters. I've got quite a few ideas about making fighters more effective.
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Old January 30th, 2003, 11:47 PM
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Default Re: Wanted: Alpha testers for the AoW mod.

DL, so you don't have any changes, right now? I will start "Test 4" soon, using v0.81. Thanks!

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  #7  
Old January 30th, 2003, 11:52 PM
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Default Re: Wanted: Alpha testers for the AoW mod.

Dumbluck...

I have been play testing AOW v0.81 in SEIV Gold v1.78 and here are the results:

- System names
- Do not like numbers in system names (especially numbers first in names, e.g. '80 Uma').
- Do not like system with long system names, e.g. 'Torcularis Septentrionalis'.

- Medical Bay II, III, IV and V are not special mounts like "Sick Bay".

- New Space Yards are discovered more than one at a time (got V & VI with the same research level-Space Yards II).

- AI players don't build ships.

- If you want the savegame file or wish to contact me via email: kirbyef@excite.com

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