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  #11  
Old August 15th, 2002, 09:06 PM
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Default Re: Malfador Patches, Additions, and Player Mods

Quote:
Originally posted by Phoenix-D:
Modders that raise a stink don't have a leg to stand on, I think.
Indeed.

A little-known landmine called "derivative copyright" ... basically, the MOD files are (AFAIK) already *owned* by MM in terms of copyright, if they wanted to be bastards about it.

Anything based on a copyrighted work, in a derivative form (i.e. fanfics, etc) is copyright by the author of the original source, barrign specific contractual arrangements.
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  #12  
Old August 15th, 2002, 09:28 PM
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Default Re: Malfador Patches, Additions, and Player Mods

Quote:
Originally posted by oleg:
Actually, I think MM is in fact too shy about incorporating fan's mods. For example, I do not see the reason why TDM AI is not part of "official" SEIV
A long time ago, MM DID implement a person's mod into the official game. Someone, I think either Baron Munchausen or geoschmo, wrote a more balanced Version of the Anti Proton Beam (how much damage and at what range per level), and it was made part of a patch. With credit where it was due.

I think I'll mod the mines, it seems to be a remaining sore issue. I'll remove their inherant (sp?) cloaking ability, add a cloaking component (someone else's mod has already done this, I think) then add an anti mine sweeper component. Maybe that can mimic a % chance of mine sweepers failing, while the mines become weaker too if there's limited room for components.

I'll tweak it a bit, then run it up the flagpole and see if anyone salutes.

[ August 16, 2002, 14:28: Message edited by: Arkcon ]
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  #13  
Old August 16th, 2002, 12:31 AM
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Default Re: Malfador Patches, Additions, and Player Mods

Patch 1.24:
18. Changed - Increased the damage for the Anti-Proton Beam family (thanks to Daynarr).
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  #14  
Old August 16th, 2002, 04:03 AM

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Default Re: Malfador Patches, Additions, and Player Mods

I do hope to sell my mod on CD and electronic download - but that all depends upon MM & Richard's okay. Recently i've been busy with Project Dauntless and haven't put much time into the UM2 except as diVersions.

MM has included mods, but with giving credit and such. I remember I almost got the first edition of the UM in first Version of SE4 when it was released. back then it was just system and quadrant types. But I was too late...

Also, General Vaughn of the Terran Confederation in SE4 was named after the player David Vaughn - a person that started SE role play back in 1997.

[ August 16, 2002, 03:04: Message edited by: Hadrian Tyrael S. Aventine ]
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  #15  
Old August 16th, 2002, 04:21 AM
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Default Re: Malfador Patches, Additions, and Player Mods

Quote:
Originally posted by [K126]Mephisto:
Patch 1.24:
18. Changed - Increased the damage for the Anti-Proton Beam family (thanks to Daynarr).
Whoops, sorry 'bout that Daynarr
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  #16  
Old August 16th, 2002, 06:52 AM

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Default Re: Malfador Patches, Additions, and Player Mods

If someone likes something about a mod I create and it improves their enjoyment of the game - as far as I am concerned use it/abuse or whatever - I dont care - I make mods just for the fun of it..hopefully others enjoy them too.

[ August 16, 2002, 05:53: Message edited by: AJC ]
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