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May 23rd, 2002, 08:47 AM
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Sergeant
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Join Date: Mar 2002
Location: Milwaukie-Home of the Norwegian World Domination Party
Posts: 279
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Does anyone know if the lucky trait in Derek's Mod has any effect on getting those good events.
Yeah, half the chance for bad events, but is it also half the chance for good events too? Or does it really work to the advantage of a lucky race and good times just happen around every corner.
Thanks,
Derek, thanks for putting in the extra troops. One fellow ground pounder to another. 
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May 23rd, 2002, 09:38 PM
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Sergeant
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Join Date: Mar 2002
Location: Milwaukie-Home of the Norwegian World Domination Party
Posts: 279
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Another question. I noticed in the new mod 1.08 that the external mount missles were supposed to be taken out. However, I noticed that I can still research them. Should this be so? Or am I thinking that something completely different was taken out.
Also when I researched Missles II and the icon for Rapid Fire Missles came up as an orange laser looking cannon. No fears though; in the ship component screen, red triple mount missles appear.
One Last thing, what exactly does the telepathic armor and stunning troops do? Hows' that work in the game?
Thanks.
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May 24th, 2002, 05:20 AM
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Sergeant
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Join Date: Mar 2002
Location: Milwaukie-Home of the Norwegian World Domination Party
Posts: 279
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Ok, I promise this should be it for a while. I noticed that the heavy bombardment missle doesn't show up in the little component box, but for the main description it is there. I tested to see if they work, and they do, it's just an aeshtetic issue i guess(blank box), and one can't tell what the percentage to hit is in combat. Is there any easy way fix this?
I have downloaded all of the image mod too. Other than that my game is coming along beautifully. The AI actually has me contained, not for long though. Arrghh.
Thanks
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May 27th, 2002, 08:01 AM
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Sergeant
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Join Date: May 2002
Posts: 279
Thanks: 2
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Help!
I've installed the mod and run it for a while and its great but Im having some trouble with it.
It seems to be missing some images. I installed the image mod files but Im still missing a bunch.
I can't view some of the facilities descriptions/modifiers screens because it cant find the image files it needs. I looked at my pictures/facilities folder and I see the problem.
The pictures I seem to be missing are Facil_072.bmp all the way through Facil_100.bmp. I have 101 through 241, which were installed by the image mod.
These images aren't in the mod and they aren't in the image mod, so where do I get them? Someone help me out here!
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May 27th, 2002, 08:36 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Thanked 12 Times in 10 Posts
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Quote:
and one can't tell what the percentage to hit is in combat...
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Umm... missiles don't have a chance to hit. They either hit the target, or run out of "fuel" and die.
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May 27th, 2002, 04:41 PM
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Corporal
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Join Date: Dec 2000
Location: Salinas, CA
Posts: 175
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
This weekend is incredibly busy, but as soon as it's over, I'll look into the image problems people seem to be having.
Sorry about the lack of a quick fix!!!
Derek
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May 30th, 2002, 02:26 PM
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Colonel
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Join Date: Apr 2002
Location: Near Paris, France
Posts: 1,566
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Derek,
A little quirk in my games : the AI fills all his "transport" designs with Colony modules...
I suppose this is due to the fact that the Cargo cap of a Colony module is superior to a 20kT cargo...
Simple solution IMHO is to make like in Proportions a much bigger Colony Module and a bigger Colony ship so that modules don't fit in transport hulls
This thread needed a *bump* also 
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