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February 6th, 2002, 03:31 AM
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Major
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Join Date: Apr 2001
Location: Rosario, Argentina
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I had added all the tech areas, and also added them the racial B5 racial trait number (7 IIRC).
But since no ene else has techs with the same name there was no conflict
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February 6th, 2002, 06:29 AM
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Major
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Join Date: Apr 2001
Location: Rosario, Argentina
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I tried turning on "Standard SE4" and "B5", both propulsion tech areas appeared in the research window, but all comps appeared in the second one and no one in the first.
The same happened when I only turned on "Standard SE4", propulsion tree was empty.
Once again I was jumping to conclusion too early without proper observation.
That's why no one has ever posted about this. It doesn't work! 
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February 6th, 2002, 07:18 PM
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Major
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Join Date: Oct 2001
Location: Lansdale, PA
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
AH well...
Anyway, I fixed the Engines/Reactors and posted some test weapons on the B5 Mod thread. SJ also posted some ECM components. Armor and the other 190 weapons will be soon to follow if tests go well. Then all we have to do is the AI 
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February 7th, 2002, 04:22 AM
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Major
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Join Date: Apr 2001
Location: Rosario, Argentina
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Preliminary SW comps, need more revision and changes to be made, my ships were outgunned by ships with DUC I! And there are some more still to add such as all fighter stuff that should be really important in starwars.
But I like how they're working so far.
I also included the excel file I use as mailmerge source.
http://se4kdy.cyberwars.com/temp/Starwars.zip
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February 8th, 2002, 05:44 PM
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Major
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Join Date: Oct 2001
Location: Lansdale, PA
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
WHat was the final decision on the following two issues:
Ion Beams - the extra ability for them to disable will be?
Engines - What 'useless' ability are we standardizing for use?
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February 8th, 2002, 07:01 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Ion Beams - Shouldn't they just kill supply. I' kinda certain that damage type is available, but I haven't checked in some time.
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February 8th, 2002, 07:29 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
quote: Ion Beams - the extra ability for them to disable will be?
That has to be boarding defense, because of the damage types available.
Otherwise you can't shut down weapons and shields at the same time.
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