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June 29th, 2004, 07:17 AM
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Re: ExMod 1.09 has arived
Ok, ExMod 1.07 is out with a few changes/fixes... 1.08 on the way =)
Queen Augustus fixed
race types?
oops, I forgot the history in 1.06 =/, its in 1.07
removed troop happiness modifiers
+2 movement was too much, but I didn't want to change it into only +1...its almost like taking something out of the mod =P, so I split it into two different race traits.
I spose 62 sats may be overkill, but think of it as compensation for a stupid AI...its a price to pay for playing hard... anyways, the AI is soooo easy, I thought it might add some spice =)
Fixed the 'materials' typo, it'll be in the next release (after 1.07)
Its true, a population of 4mill wont build very fast. You have to bring more people to the planet, this is done for 2 reasons... 1) you cant just get a bunch of colonies with 4mill people set up and producing in under 1year, and 2) you might think twice before glassing that enemy planet and capture it for yourself =)
going to change the rune tech placement in 1.08
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June 29th, 2004, 09:06 AM
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Re: ExMod 1.09 has arived
sorry, i started working on that Last post in the morning, went out, came back, and finnished it at 11:00pm =/ (i kept the window open and didn't refresh)
so this is a reply to your new post...
You can see fixs/changed at the ExMod History Page
The basic brige is for transports or colony ships, anything non-combat
1.08 is out! =)
got another list of things to fix? or ideas for components?
oh, and i added you to the modinfo file, hope you dont mind =P
[ June 29, 2004, 08:14: Message edited by: The Frenchmen ]
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June 29th, 2004, 09:45 AM
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Re: ExMod 1.09 has arived
LOL I'm flattered. Thanks
No, nothing yet  Once a day is by far enough  Perhaps later, if I can find enough time out of my revision. Test week, this.
Abd.
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June 29th, 2004, 10:10 AM
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Re: ExMod 1.09 has arived
Hmmm. I got tempted.
-Error during Galaxy creation: Stellar Ability Types Data Files Errors: c:\...\space empires iv gold\exmod 1.08\data\stellarabilitytypes.txt
and in the box below: Could not find field "Ability 68 Chance" in record 1.
- But a galaxy did get created, don't know what difference it makes, though.
- You missed out some capitalizations in Empire Names.
- Add a +Space Combat stats kind of racial trait?
- Could all the names with special characters be removed/changed? On machines running different language packs simultaneously, as would people from all over the world, some names get garbled into undecipherable things.
- Space ports, Resupply Depots, and Space yards still have a prohibitive cost. I can't set up any colonies at any speed this way...
- I hope you tweaked the number of militia per population.... with Huge planets going up to 21B, troops are either going to be extremely powerful, or are going to become obsolete. You'd need way too many troop ships to even consider a war capturing colonies.
Okay. Time to resist the temptation to test. Wave
Abd.
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June 30th, 2004, 12:05 AM
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Re: ExMod 1.09 has arived
Well, 1.09 is available for download
I'm not sure if you can add a +space combat stat racial trait =(
I could only find one or two missing caps in the names text files, feel free to tell me what i missed =)
Working the the diffrent charactors
The idea around the space ports is that their massive structures, and therefore take a long time to build if you don’t have millions and millions of people (350million and on emergency build it takes 6 turns...with out any race modifiers)
A huge planet with 21B people, I wouldn't try to take it over right away... I'd kill some pople off first then drop my troops. But smaller planets with less then 1billion people should fall rather easily. But remember, it takes a LONG time to get a planet with 21billion people, exept if its a homeworld or sompthing.
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June 30th, 2004, 07:28 AM
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Re: ExMod 1.09 has arived
Hmm my concern about space ports was that it made the game go too slow, way too slow. The stock game itself is slow enough already on a large map, and that's with me taking every single planet effortlessly.
And there's no way to transport some 340M people onto a colony, unless I lose a lot of engines. And well, personally, I hate slow games, slow ships... Oh yeah. So I'll take natural merchants, save myself a few years!
Kill some population first? But that'd also mean destroying a whole load of facilities, cargo, etc... then i might as well not take it over.. Perhaps a solution would be to make facilities Last longer by having a lower chance of being hit, or killing more population per damage point... I'm sure something can be done.
Abd.
And no, haven't tested 1.09. Too tired today 
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June 30th, 2004, 08:41 AM
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Re: ExMod 1.09 has arived
A transport with starting tech gets 330mill on it, the colony ship gets 34mill (with one cargo bay) thats 364million. After you turn emergency build on it takes 0.6years - not so bad if you ask me =P. The other way is natural merchants... no space port needed =)
Also, theres a neutron bomb that only kills population for that planet with 21billion =)
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