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				July 7th, 2003, 03:16 AM
			
			
			
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 Shrapnel Fanatic |  | 
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				 Re: Modding Limitations:  Things needed for Next Patch 
 I would love to be wrong!!Believe me, you are wrong!
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				July 7th, 2003, 03:21 AM
			
			
			
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 Lieutenant Colonel |  | 
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				 Re: Modding Limitations:  Things needed for Next Patch 
 Like I've said in my mod's thread, and on the SEV wish list, there could be a little more flexibility as far as what types of components units may carry.  If nothing else, Boarding Parties!!! |  
	
		
	
	
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				July 7th, 2003, 03:25 AM
			
			
			
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 Shrapnel Fanatic |  | 
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				 Re: Modding Limitations:  Things needed for Next Patch 
 TNZ the idea was to have a requirement not an ability.  Ability really does not matter for a ship unless you want to make it a specific technology type.  But thanks any ways.
 And I doubt there will be another patch for SEIV.  I do hold out hope though, but the chances, even if there was another patch, that some of the major modding issues and other concerns would be corrected are slim.  The patch would more than likely contain only modest bug fixes.
 
				__________________Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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				July 7th, 2003, 04:52 AM
			
			
			
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				 Re: Modding Limitations:  Things needed for Next Patch 
 
	There's going to be one Last patch. Aaron himself has said that he plans to do one final patch after Starfury is out the doors.Quote: 
	
		| Originally posted by Atrocities: 
 And I doubt there will be another patch for SEIV.  I do hold out hope though, but the chances, even if there was another patch, that some of the major modding issues and other concerns would be corrected are slim.  The patch would more than likely contain only modest bug fixes.
 |    And then he will begin work on SEV.
  
 [ July 07, 2003, 03:52: Message edited by: Ragnarok ]
				__________________ 
				Ragnarok - Hevordian Story Thread 
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I think...therefore I am confused. 
They were armed. With guns, said Omari.  
Canadians. With guns. And a warship. What is this world coming to? 
The dreaded derelict dwelling two ton devil bunny! 
Every ship can be a minesweeper... Once
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				July 7th, 2003, 05:13 AM
			
			
			
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 First Lieutenant |  | 
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				 Re: Modding Limitations:  Things needed for Next Patch 
 Wouldn't it be great if the Last patch allowed SE4 combats to be carried out in Starfury? 
				__________________Assume you have a 1kg squirrel
 E=mc^2
 E=1kg(3x10^8m/s)^2=9x10^16J
 which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
 Fear the squirrel.
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				July 7th, 2003, 10:37 AM
			
			
			
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				 Re: Modding Limitations:  Things needed for Next Patch 
 I doubt the Last patch will introduce any particularly ambitiouts new features- after all, if the new patch introduced loads of bugs he'd have to release another (Last Last) patch to fix them =-)
 I think maybe we need to resurrect the "bang for the buck" mod suggestion thread.
 
 [ July 07, 2003, 09:39: Message edited by: dogscoff ]
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				July 8th, 2003, 01:13 AM
			
			
			
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				 Re: Modding Limitations:  Things needed for Next Patch 
 Well that is good to hear, but I agree, no new stuff. 
				__________________Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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				July 8th, 2003, 01:14 AM
			
			
			
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				 Re: Modding Limitations:  Things needed for Next Patch 
 
	Just to restate what I would like to see for the next patch.Quote: 
	
		| Originally posted by Atrocities: Modding Limitations:
 
 I have noticed over the course of many days that there are several limitations as to what you can or can not mod in SEIV.  If I am mistaken about something I have listed below, please let me know.
 
 1.	The game chooses a random BMP image to display while setting up your race.  If the game chooses an image that is no longer available it displays an error.  It would be helpful to be able to mod this feature and tell it what images to display.
 
 5.      In the Settings.txt file in the Data folder I set the amount of Neutral empires to a higher number in correspondance to the main Empires with no luck.  IE 5 main AI empires to 15 Neutrals.  These settings must be enacted so that we can use fewer main races.  For Example:  The new star trek mod only has 10 main races.  I have 20 neutral races but the game will not recognize the settings  for using more neutral race.  Instead it copies the main races in order to fill the requirements for 20 players.  This is very frustraiting.
 
 I have found a work around for the auto turn idea, just turn off some thing in the Minister/Empire Options screen, and hold down the F12 key.  Works slick as snot.
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 [ July 07, 2003, 12:16: Message edited by: Atrocities ]
				__________________Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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				July 8th, 2003, 07:56 AM
			
			
			
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				 Re: Modding Limitations:  Things needed for Next Patch 
 A few things I've thought of..
 -Fix the null planet issue! Almost impossible to add new planet sizes without running into this.
 
 -Star: Unstable and a few other abilities don't work. It would be nice if they did (especially the "ground defense modifier" one)
 
				__________________ 
				Phoenix-D
 
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation. 
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				July 8th, 2003, 09:54 AM
			
			
			
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				 Re: Modding Limitations:  Things needed for Next Patch 
 
	You are so, so wrong my friend.Quote: 
	
		| And I doubt there will be another patch for SEIV. |   |  
	
		
	
	
	
	
	
	
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