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Old October 18th, 2002, 10:47 PM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Yeah, it is a bit daunting... It has certainly grown from the original mini-mod a year ago.
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Old October 18th, 2002, 11:08 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

And BTW do NOT try to print it out

*Da path whistles non-chalantly as he shoves all that paper into the waste bin*
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Old October 19th, 2002, 01:21 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

I have a stupid question.

I have tried to play the Babylon 5 Mod, but I get multiple errors during startup.

Which of the files do I need to install and in what order. I am anxious to play.

Thanks!

[ October 19, 2002, 00:23: Message edited by: Morgoth ]
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Old October 19th, 2002, 01:33 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Morgoth: Did you play it in Gold?
the "official" Version is non-gold atm. PDF did a Gold Version in June which is posted for d/l in the SE IV data/sound forum. You can make non-gold AI conform to Gold by modifying the AI_fleet and AI_setting files.

http://www.shrapnelgames.com/cgi-bin...0;t=000002;p=3

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[ October 19, 2002, 00:39: Message edited by: pathfinder ]
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Old October 19th, 2002, 02:23 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Thanks!

Now all I have to do is fix Lescano's Mod
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Old October 19th, 2002, 05:27 AM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

To make it gold compatible you have to edit not only the AI but also data files.
For example picture lines in vehiclesizes.txt and Vehicle Type/Weapon Target in components.txt
(there are hundreds of other details like these but I cant remember them all, check DataFileHistory.txt)

But mine is still incomplete but I'm using Last gold patch.
If there is enough demand we may want to downgrade it for 1.49 once it's more or less finished.

[ October 19, 2002, 04:42: Message edited by: Andr&eacutes Lescano ]
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Old October 22nd, 2002, 11:37 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

I just thought I'd post some random impressions from my ongoing playtest game (still using the 'old' SW tech tree) :

- Infantry could be a separate tech area from Troops (aka Vehicles). Troops is expensive to research as is (50k Construction + 50k for Troops 1). You shouldn't need Construction to research Infantry.

- Infantry weapons could also be separate from vehicle weapons, so you can research them without having to go through Construction.

- Fighter-mounted proton torpedoes are devastating. My curent TIE Bomber design has a cockpit, two engine Is, two laser IVs, four PT IIs and one armor - three Groups of eight bombers each are more than enough to guard a warp point against the 'SE IV Klingons' (#1 empire in the game - I'm #2). While this huge advantage is balanced by poor capital ship tech, I think PT launchers could be made larger - 4kt instead of 2kt. The TIE Bomber would hold 2 of them (which would be more accurate) and you wouldn't be able to fit one on a TIE Fighter. Caduceus Fighters could becom a 6-level tech area, with the TIE Bomber inserted at level 2.

- All Imperial fighters currently have two engines and move 8 sectors (except for the Scimitar bomber), but it would be nicer if the Interceptor was a little bit faster, the Bomber a little bit slower, and so on. I'll fiddle around with the numbers and see if I can bring it off (I'm a 'numbers' sort of guy, I guess).
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