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April 8th, 2004, 01:50 AM
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First Lieutenant
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Join Date: Apr 2002
Location: California
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Re: New SJ mod
Quote:
Any reason the Science Lab component require unreachable levels of Applied Research tech?
I was working on them, but couldn't get them to work. So I pulled them out for now.
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These should work as advertised (mostly), what problem were you having?
[ April 08, 2004, 00:51: Message edited by: spoon ]
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April 8th, 2004, 05:17 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: New SJ mod
Quote:
Originally posted by spoon:
quote:
Any reason the Science Lab component require unreachable levels of Applied Research tech?
I was working on them, but couldn't get them to work. So I pulled them out for now.
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These should work as advertised (mostly), what problem were you having? I couldn't see the research points actually getting used.
I just gave it another shot, but I'm not getting anything. Its probably some silly little typo, but I can't see what it is.
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April 8th, 2004, 05:38 PM
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First Lieutenant
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Re: New SJ mod
When you test it, be sure to check the Research Points Available field up at the top of the main Research Screen (F8). For whatever reason, the points don't show up on the Score screen. Ditto with the Intel Generation components (well, they show up on the main Intel screen...). The resource generation components (mins, rads, and orgs) don't show up anywhere, but they are being generated nonetheless...
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April 9th, 2004, 06:18 PM
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Shrapnel Fanatic
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Re: New SJ mod
Fyron helped me get this one.
It was a typo in the ability name.
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April 28th, 2004, 08:31 PM
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Shrapnel Fanatic
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Re: New SJ mod
A much improved Version now available:
http://imagemodserver.mine.nu/other/...ods/SJmodBeta/
The betadist.zip is the newest, and now includes mines.
Just need to grid tech the weapons, and playtest more
[ April 28, 2004, 22:12: Message edited by: Suicide Junkie ]
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May 24th, 2004, 04:19 AM
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Shrapnel Fanatic
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Re: New SJ mod
Well, the map analyser is taking longer than I'd hoped.
I think I'll just go with a simple SE3 style weapons for now, get the popmodifiers out and clean up a bit before posting it to PBW for some real playing without me having to process every turn.
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May 28th, 2004, 03:10 PM
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Re: New SJ mod
http://imagemodserver.mine.nu/other/...miscellaneous/
Here's an update.
Possible name for SJmod: Gritty Economics
The stuff you've already seen, plus refined weapons, and a very new economics model.
Minerals are still here, but organics and rads are out.
Replacing them are workers and energy.
Build any of a wide variety of power plants to charge up your energy stores, and build up the training and support facilities for your spaceworkers.
Facilities also have maintenance, so you have to keep things balanced.
If you build way too many mineral miners without the infrastructure to back it up, you'll find your empire experiencing blackouts and worker shortages.
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