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  #1  
Old February 22nd, 2001, 11:52 PM

DaveMan DaveMan is offline
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Default DaveMan MOD Version 1.0

Just posted my new MOD here and in the MOD\Scenario section.

It contains:

-A lot of new components

-New tech areas

-A new Racial Trait: Nano-Technology

-A new cultural trait to go with the Nano-Technology: "Nano-Scientists"

-New facilities

-The Void and Galactic Center Quadrants

-The Void Solar Systems

Note: read the Readme file for how to install and try not to play a full tech game with Nano Technologie because you'll get an unfair advantage over the AI. Poor AI... just there to be killed by Nano-Weapons...

Post suggestions or comments here.

Enjoy

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  #2  
Old February 23rd, 2001, 02:08 AM

Tenryu Tenryu is offline
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Default Re: DaveMan MOD Version 1.0

quote:
Originally posted by DaveMan:
Poor AI... just there to be killed by Nano-Weapons...



ROFLMAO!!!
Way to go Dave! U Da'Man!

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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.


Derek
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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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  #5  
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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  #6  
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 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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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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  #9  
Old February 23rd, 2001, 08:18 PM

tictoc tictoc is offline
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Default Re: DaveMan MOD Version 1.0

Derek. i posted a bug in devnull's compilation mod whereby Terran Capitol ships were only equiping and using small external fighter missiles (no they are not anti-fighter missiles) i was wondering was this present in your mod or something that was altered in the great mod mix. Just asking cause i really like your mod and devnull said an update was being worked on, but so far no news of it.

tic
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Old February 23rd, 2001, 08:54 PM

Derek Derek is offline
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Default Re: DaveMan MOD Version 1.0

Hmmm, interesting. I never noticed that in any of the games I played.

The small external fighter missiles were supposed to only be mounted on fighters. Regular fighter missiles were meant to be mounted on any ships and to be used against fighters (and satellites, coincidentally)

Anyways, I should be working on an updated Version of my mod, compatible with v1.27b, this weekend. I'll post here when it is released.


Derek
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