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September 24th, 2003, 05:38 AM
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Shrapnel Fanatic
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Join Date: Mar 2003
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Re: Space Above and Beyond Mod (a.k.a Space 2063)
this and the two topics above it used to all be at 14 Posts.
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Sig updated to remove non-working links.
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September 24th, 2003, 09:43 AM
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Corporal
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Re: Space Above and Beyond Mod (a.k.a Space 2063)
Quote:
Originally posted by Ed Kolis:
I don't think the "500% scrap value at homeworld" will work, at least not without the potential for cheating... who's to say you can't build stuff at the homeworld then immediately scrap it for mundo resources!
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Well, my thought is that if one was to spend "time" building assets at there homeworld to scrap, they would be using up valuable time needed to build Earth forces like expensive Capital ships and troops.
We are just thinking out loud.
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September 24th, 2003, 10:47 AM
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Shrapnel Fanatic
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Re: Space Above and Beyond Mod (a.k.a Space 2063)
This mod should be carrier based with a strong emphesis on fighters and ground combat.
For the other 18 races you can do "Colony" world races. Varations of the 2 major races.
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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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September 24th, 2003, 02:07 PM
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Private
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Join Date: Aug 2003
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Re: Space Above and Beyond Mod (a.k.a Space 2063)
But unless we can stipulate that specific races are always allies/enemies, that wont work Atrocities.
This is something I've looked into trying for other mods.
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September 25th, 2003, 01:27 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Space Above and Beyond Mod (a.k.a Space 2063)
Quote:
Originally posted by QuarianRex:
quote: Originally posted by General Woundwort:
One word of warning - any mod must have 20 (not 2) major races in its "races" folder, or it will do goofy things (like run duplicates). Any two player games would probably have to be set up manually.
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Nah... just change the min. and max. number of computer players for low, medium and high settings in Settings.txt to 1. That does not get around the problem. There must be at least 20 race folders in a mod folder, or 0. Go test this yourself. If you have less, you will get empires with a random shipset and a random set of AI files (Norak ships using Phong files, for example).
Quote:
Originally posted by E3:
But unless we can stipulate that specific races are always allies/enemies, that wont work Atrocities.
This is something I've looked into trying for other mods.
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Who is to say that colonies can not rebel and form independant nations? 
[ September 25, 2003, 00:30: Message edited by: Imperator Fyron ]
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September 25th, 2003, 02:23 AM
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Private
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Re: Space Above and Beyond Mod (a.k.a Space 2063)
the 20 races thing only plays a problem if u want random generated AI races... like with only 2 (maybe 4 races) how hard is it to set em up ur self, and turn off the generator?
the mod sounds like a great idea, and i'd be interested in helping out...
AeroTech and the AIs could make for 2 more races as well... AIs could be P/Ns, AeroTech would be like earth more... maybe have access to some Chig Tech...
[ September 25, 2003, 01:26: Message edited by: openair ]
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September 25th, 2003, 06:37 AM
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Sergeant
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Location: New Zealand
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Re: Space Above and Beyond Mod (a.k.a Space 2063)
The idea that there must be at least 20 races in a mod does not make much sense to me. I was wondering if the problem could be caused by setting the number of computer players in the settings data file too high. The point being that if you have 10 races in your mod the number of computer players should be set to 9. In other words, number of races in mod minus the race you select to play as. This is just a theory. 
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