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  #1  
Old June 30th, 2003, 12:40 AM

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

well... im not too experienced, but i have started modding them for myself...

if someone could point me to a tutorial, i could probably do it...
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Old June 30th, 2003, 02:41 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Quote:
The superlaser comment was mine BTW, not Fyron's.
Sorry Erax... I knew that. Just testing you. BTW... I've been meaning to say... there's something... I dunno... 'sinister' about your avatar.

I have played with some of the techs to try and do a little personal 'balancing', especially the end-game Empire techs. I have also modified costs for certain large-scale ships. I'd like to do some AI stuff but I've never really messed with it... but what the heck.. that's what backup folders are for, huh? :-p

Andres... can you or somebody post a link where we can download the missing sector background files? I know you said something about FQM.. is that Fyron's mod??

Well, I guess I might *try* and do something with a specific Empire AI file. It's sure to suck, though, at least the first 10 Versions or so, but we'll see. Nothing like modding and playing SW while listening to a little Moby trance remix of Star Wars...

Steve
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Old June 30th, 2003, 03:39 AM
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Fyron Fyron is offline
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Quote:
Andres... can you or somebody post a link where we can download the missing sector background files? I know you said something about FQM.. is that Fyron's mod??
You will need to get FQM Deluxe, linked in my sig. Isn't the name so clever? Fyron's Quadrant Mod? My creativity amazes me at times.
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Old June 30th, 2003, 04:00 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Also... probably a stupid question, and I'm sure the answer's out there somewhere, but I'm in a zone... How do you get an empire to use/recognize a specific AI file??

Thanks!

Steve
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Old June 30th, 2003, 04:01 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

NM... found it. RTFM, Steve!!!!

Steve
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Old June 30th, 2003, 07:39 AM

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

found the problem... some hulls too small for a mininium speed of 3... was running out of room b4 the supply generation solar got on... and just filled up rest with engines... mininium speed needs to be 2 for colony, poptrans, and trooptrans...

well that and a must have solar supply generation makes it work...

[ June 30, 2003, 06:44: Message edited by: openair ]
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  #7  
Old June 30th, 2003, 04:33 PM

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

Some changes I've made but didn't upload yet.

Corrected superlaser tech requirements. They had a level 10 'turbolaser weapons' requirement, a tech I had removed but forgot to correct here, the curious thing is that this didn't give an error but instead made the requirement be ignored.

Removed the extra 's' in the description fo most engines (Generates 1 thrust points.)

Removed Boarding Defense ability from Bridge (& SW), Life Support (& SW), Crew Quarters (& SW), Auxiliary Control, Shield Regenerators, Point - Defense Cannons and SW Shield Recharger and Anti-Fighter Lasers and added it to SE4 engines, Supply Storage and SW reactors.
This should 'fix' ion cannons damage.

TH if you think your 'balancing' is worth it, post your changes.

AIs will not find the right weapon and not design attack ships.
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