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May 30th, 2004, 05:50 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
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Re: New SJ mod
Hey SJ, i like the idea of replaying organics with workers. I would like to do that im my mod, too. Is it okay with you ? no patent or something ?
ty
[ May 30, 2004, 16:54: Message edited by: Ragnarok-X ]
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May 30th, 2004, 06:01 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: New SJ mod
Sure.
You can grab my little worker-guy recolour from pictures/general.bmp
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Updated!
http://imagemodserver.mine.nu/other/...miscellaneous/
EDIT:
Oopsy... the changes I made to sat stuff is useless since sats aren't sats anymore...
One more tweak coming up.
EDIT2:
Alrighty. NOW it should be good
You've now got two variations on satellite tech.
The civilian sats:
- Deployable by ships
- Maintenance Free
- Can be equipped with 10-20MW microwave relays
- Limit 5 per sector
- Cannot carry weapons
The War sats:
- Can carry weapons
- Maintenance Free
- Unlimited number per sector
- Must be built in-place
- Require repairs
[ May 30, 2004, 18:12: Message edited by: Suicide Junkie ]
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May 30th, 2004, 08:16 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: New SJ mod
Quote:
Sorry for the delay, I almost finished the updates, but got another great idea from IRC.
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This is why everybody should stop by #se4 from time to time. See sig for instructions on how to get there. 
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June 5th, 2004, 02:34 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: New SJ mod
A few smaller tweaks and fixes.
SJ's Gritty Economics Mod is available from the PBW file library, or from http://imagemodserver.mine.nu/other/.../Mods/GritEcon
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I'm also working on a tutorial page for it:
http://imagemodserver.mine.nu/other/...Econ/tutorial/
It's not quite finished with race setup yet, but what's left is only the more obvious stuff; I made a point of mentioning the most non-stock-like stuff first.
[ June 05, 2004, 05:20: Message edited by: Suicide Junkie ]
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June 6th, 2004, 07:38 AM
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Lieutenant Colonel
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Join Date: Feb 2001
Location: iola, ks, usa
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Re: New SJ mod
this is odd. I've got a race that consistantly starts with a higher population than the planet can hold. The only advanced traits for the race are Rock Natives and Naturalists. Unless, of coarse, it's just that I've been away so long that I'm reading the game display wrong... 
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June 6th, 2004, 09:06 AM
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Second Lieutenant
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Location: Australia
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Re: New SJ mod
Goood work there.
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June 6th, 2004, 09:21 AM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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Re: New SJ mod
Quote:
Originally posted by dumbluck:
this is odd. I've got a race that consistantly starts with a higher population than the planet can hold. The only advanced traits for the race are Rock Natives and Naturalists. Unless, of coarse, it's just that I've been away so long that I'm reading the game display wrong...
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Probably the Naturalists trait that's doing it - it reduces your max. storage capacity, but it doesn't affect your starting population.
Good to see you back around here, dumbluck 
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June 6th, 2004, 08:19 PM
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Lieutenant Colonel
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Join Date: Feb 2001
Location: iola, ks, usa
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Re: New SJ mod
Thanx. It's good to be back, even if I am stealing the wife's toy to do it.... 
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June 8th, 2004, 03:03 AM
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Lieutenant Colonel
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Join Date: Feb 2001
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Re: New SJ mod
Edit: Erroneous bug report edited out. Must remember to make sure that I’ve downloaded ALL of the Image mod’s various files before playing a modded game...
[ June 08, 2004, 02:37: Message edited by: dumbluck ]
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June 8th, 2004, 04:39 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: New SJ mod
 Aren't there any questions only I can answer? 
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