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May 2nd, 2001, 06:22 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Devnullmod
I changed the structure points, and the shield points on ALL three components, and I might have changed the tech requirements slightly.
That's why I just included the three components, so you can just copy & paste over top of the old ones.
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May 2nd, 2001, 06:58 PM
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Sergeant
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Join Date: Feb 2001
Location: Belmont, CA USA
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Re: Devnullmod
Hmm, not sure what happened then, because the old components and the new ones both had the same tech requirements and shield points. I guess I already changed them =)
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May 2nd, 2001, 08:51 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Devnullmod
Check the components for:
HMSG III: generates 65 shields, not 75
HMSG I: 20 pts armor, not 30.
If these things are correct, the rest probably is. (But there are more changes than just this - see the file attached below)
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May 2nd, 2001, 09:09 PM
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Sergeant
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Join Date: Feb 2001
Location: Belmont, CA USA
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Re: Devnullmod
quote: Originally posted by suicide_junkie:
Check the components for:
HMSG III: generates 65 shields, not 75
HMSG I: 20 pts armor, not 30.
If these things are correct, the rest probably is. (But there are more changes than just this - see the file attached below)
The file you posted below has
HMSG III: 75 shields
HMSG I: 30 armor
unless of course you've changed it recently...
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May 2nd, 2001, 09:41 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
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Re: Devnullmod
You mod is already quite extensive and there are a lot of new techs/components. Are you going to set these up so some can be used and others not?
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May 2nd, 2001, 09:44 PM
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Sergeant
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Join Date: Feb 2001
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Re: Devnullmod
Not sure how I would do that, actually. I suppose that you can make some tech unusable by not allowing that tech tree to be used at game creation, but other than that, I'm not sure how you would accomplish what you are asking.
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May 2nd, 2001, 09:58 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
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Re: Devnullmod
You know how techs can removed from a game in the set up screens. I guess it would mean using the line "can be removed=true" in the tech area. That way if my buddies don't want to use the whole mod in our hotseat games I can still convince them to try part of it, until they come around 
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