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  #1  
Old February 23rd, 2001, 02:32 AM

Derek Derek is offline
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Default Re: DaveMan MOD Version 1.0

Here's a comment:

Did you think about including in your readme file what new techs you made, what new components, what new shipsizes, etc... other than just saying you added 'a lot of new compnents'?

It makes things easier for the rest of us.


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  #2  
Old February 23rd, 2001, 03:08 AM
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raynor raynor is offline
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Default Re: DaveMan MOD Version 1.0

He added somewhere between 20 and 40 new components based on a new tech area called Nano Technology. Really, I wouldn't expect him to say much more in the readme file other than:

Added a whole heck of a lot of new components based on a new tech area called Nano Technology.

I don't know how well these will work in actual play. But I am impressed by anyone who puts in this much work to create a new tech area and so many new components.

Now... if you could just make one of the AI races use them...
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  #3  
Old February 23rd, 2001, 03:10 AM
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pathfinder pathfinder is offline
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Default Re: DaveMan MOD Version 1.0

all somebody has to do is figure out the weapon family numbers for the nano-weapons and make a AI_designcreation.txt file for the nano-race and voila...

that helped my organic manipulation race the BRachyura (they weren't using it until that got "fixed")

[This message has been edited by pathfinder (edited 23 February 2001).]
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  #4  
Old February 23rd, 2001, 04:25 AM

Kimball Kimball is offline
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Default Re: DaveMan MOD Version 1.0

DaveMan, you may want to consider making the Nanotechnology racial advantage worth, say 5000, 6000 or even 7000 points. That way a player has to start with 5000 racial points and still decrease his 'characteristics' at game setup.

The nanotechnology racial advantage is cool, and appears to be VERY powerful. You don't want to make it too easy to get without having to give up something.
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Old February 24th, 2001, 02:18 AM

DaveMan DaveMan is offline
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Default Re: DaveMan MOD Version 1.0

I've thought of that Kimball, and I think I should make 5000 racial points.

I think I'll change it in the next Version with the new AI construction files.

I have a question, have any of you played a whole game with Version 1.27 and the MOD? And how did the AI react to you? Because I've only took the time to make the MOD work with 1.27 and played a short full tech game, didn't get time to find the AI in a 250 system quadrant though.

And Raynor, I have played my MOD many time (Man it's fun kicking the AI's a..),
and all the components and facilities work well, exept the "OMEGA Reactor", that doesn't really work the way I wanted it to.

[This message has been edited by DaveMan (edited 23 February 2001).]
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  #6  
Old February 23rd, 2001, 06:49 PM

Stockman Stockman is offline
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Default Re: DaveMan MOD Version 1.0

Thanks Daveman for the fun Mod. I really enjoyed your first mod where you gave the external missile mounts and the great choices of new ship sizes.Then about two weeks ago a fellow named devnull took your mod and put together the 1.60 mod of our mod pros and alot of other mods and made the devnull mod which I could play forever. If you know this fellow tell him thanks and I hope he will say that we can use this mod with your new cool nano mod with the new patch. Thanks to all you modders for your skill and your SHARING of them
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  #7  
Old February 23rd, 2001, 07:16 PM

Derek Derek is offline
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Default Re: DaveMan MOD Version 1.0

quote:
Originally posted by Stockman:
....I really enjoyed your first mod where you gave the external missile mounts and the great choices of new ship sizes.....


Heh. except it was my mod with the external missile mounts and wide variety of ship size choices. Also known as DavesMods11.zip. The confusion arises because even though my screen name is Derek, I use my real name Dave, to name my mods. In the future, I won't do this, instead using Dereksmods.zip.

Oh well. Of course, I don't mind sharing, or I wouldn't have posted them here in the first place.

Enjoy!


Derek
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