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Old May 6th, 2001, 05:33 AM

Lupusman Lupusman is offline
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Default Re: Opinions wanted on new tech (Pirate Mod)

Ok, I didn't really go through all the postings about this so sorry about the repeats.
I have to say that what you did was pretty good. By that I mean, making enough changes so that the entire style of the game is quite different than the original.

I only tried one long game so far, and I noticed a few things up till now.

When you pick Nomad and Pirate as a racial trait, lots of components get doubled in the listings.
The Swashbuckler component shows up on the fighter list, but I get an error when trying to use it, saying that this vehicle [fighter] is not able to use it.
Also, I must have tried about 40 times to capture an unshielded ship with it (using a regular ship) and it failed every single time. Maybe it was my bad luck.
Computer generated AI's (not the ones that you made the emp files for) for example neutrals (but not only them), don't start with a space yard on their planet. Hence they cannot build anything and are useless.
A few of the component family numbers need to be changed. The Swashbuckler component always overrides Boarding parties (even level 5) when upgrading ships. Something is also wrong with that new Shield generator component you made (can't remember the name), as it overrides regular shielding components that are better.
Also on shielding, phased and regular shields seem to be alternating as they are researched.
It is extremely difficult to fight against races that put self-destructs on their ships. Not a negative thing, just pointing it out.
Although the game starts very slow, it goes fine. A good challenge. Once you get a base installed in a red Nebulae system, though, you can never be beat, as the AI (I doubt) will ever clear it in order to see you.

So, yes sir, I like it (Said in the style of the horse from Ren and Stimpy, if anyone know what the hack I'm talking about).
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