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  #91  
Old May 23rd, 2002, 06:19 AM
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Default Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold

Quote:
Changed Research generation of Research Facilities to 150/200/250 for I/II/III (compared to standard SEIVg of 500/600/700 this is still low) to speed up research a bit.
Probably just a typo, but how does decreasing the research generation speed up research? By the way, great job on this mod!
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  #92  
Old May 23rd, 2002, 06:42 AM

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Default Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold

I think he upped them from an even *lower* amount, and was comparing the new amount to unmodded SE4.
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  #93  
Old May 23rd, 2002, 07:23 AM

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Default Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold

Quote:
Originally posted by Spoo:
quote:
Changed Research generation of Research Facilities to 150/200/250 for I/II/III (compared to standard SEIVg of 500/600/700 this is still low) to speed up research a bit.
Probably just a typo, but how does decreasing the research generation speed up research? By the way, great job on this mod!
Well, in the previous Versions, the research centers were straight from PvK's Proportions Mod, which had them at 100/120/140 So, 150/200/250 is a big jump, but it still maintains somewhat of the sense of the Proportions, which is what I wanted. By the way, the point behind Proportions mod, as PvK has said, is that your homeworld, of which you have only one, is the most important planet. There can be colonies that are almost as good as it, but never as good as.

Derek
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  #94  
Old May 23rd, 2002, 08:47 AM
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Default 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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  #95  
Old May 23rd, 2002, 09:38 PM
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Default 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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  #96  
Old May 24th, 2002, 05:20 AM
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Default 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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  #97  
Old May 27th, 2002, 08:01 AM

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Default 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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  #98  
Old May 27th, 2002, 08:36 AM
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Default Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold

Quote:
and one can't tell what the percentage to hit is in combat...
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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  #99  
Old May 27th, 2002, 04:41 PM

Derek Derek is offline
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Default 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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  #100  
Old May 30th, 2002, 02:26 PM

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Default 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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