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Old September 5th, 2002, 08:39 PM

AJC AJC is offline
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Default Re: Mount Mod for v1.78

interesting thoughts - Maybe reducing it enough to allow for additional resupply on a colony ship hull would work
I will have to ponder that thought for a few... and experiment....see what I can come up with...

Another possibility is a mount that doesnt neccessarily reduce size - but reduces the cost of the colony module.

[ September 05, 2002, 19:40: Message edited by: AJC ]
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Old September 5th, 2002, 11:15 PM
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Default Re: Mount Mod for v1.78

You might want to check out the Proportions mod; population in that has to be moved 1M at a time.
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Old September 5th, 2002, 11:25 PM
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Default Re: Mount Mod for v1.78

Right on both points (capnQ and AJC). Perhaps the kT size could stay the same, but it can carry more people (I guess this could be far more significant in the Proportions mod)
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Old September 9th, 2002, 01:03 AM

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Default Re: Mount Mod for v1.78

well I added a colony mount -
its on the PBW or you can get it in the mod forum. (see original link in this thread).

I added the colony mount to the end of the mount list - so it wont mess up any games in progress.

The Ai uses all the mounts. This mod does not affect the base games tech tree and does not add any components to the base game.

v5
1. Fixed description of computer mounts to remove old antivirus description.
2. Added colony module. (Idea is that nanobots allow colonies to leave with less equipment and supplies which reduces the size and cost of the colony module).

[ September 09, 2002, 00:05: Message edited by: AJC ]
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Old September 9th, 2002, 02:43 AM

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Default Re: Mount Mod for v1.78

v5.1

I just uploaded a slightly adjusted mod - the intro screen adjusted to indicate that the mod is loading from the correct folder.

http://www.shrapnelgames.com/cgi-bin...;f=50;t=000002
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