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  #11  
Old August 31st, 2007, 11:01 PM

koppit koppit is offline
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Default Re: New Mod: Drives \'R\' Us

this could be like painting - painting a picture for the rest of the modders in the WW galaxy
  #12  
Old September 1st, 2007, 04:53 PM

chabex chabex is offline
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Default Re: New Mod: Drives \'R\' Us

Hey, it is fun to play your mod!
Although I have found a glitch(?) There is this weapon, the missile pilon with the use button. What it supposed to do? It doesn't seem to work...
  #13  
Old September 2nd, 2007, 09:18 PM

sgqwonkian sgqwonkian is offline
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Default Re: New Mod: Drives \'R\' Us

Ah, yes a couple of the missile pylons were non-functional in version 1.0. Got them fixed in the 1.1 version (which is in it's own separate thread on this forum) plus several other improvements.

I'll attach it to this post too so you don't have to go hunt for it.
Attached Files
File Type: zip 547424-drivesrus.zip (1.32 MB, 690 views)
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  #14  
Old September 2nd, 2007, 09:20 PM

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Default Re: New Mod: Drives \'R\' Us

Oh, and thanks for the kind words about the mod, and thanks for pointing out the glitch. If you see anything else that doesn't seem to be working right, please let me know!
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  #15  
Old September 3rd, 2007, 01:26 AM

Phlagm Phlagm is offline
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Default Re: New Mod: Drives \'R\' Us

I think that maybe the best solution to that thread/version problem is to always post in the same thread and just edit the description, edit the title, and change the attachment each time. The Baylon 5 guy did that, and I originally didn't, but now I think it works better to keep things from getting confused. Plus, when people reply to the edited post about the new mod version, that shows up as "Re: Mod Name, New Version" so you can keep straight which posts go with the current version.
  #16  
Old September 3rd, 2007, 11:29 AM

Mafaa Mafaa is offline
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Default Re: New Mod: Drives \'R\' Us

ya, where did that Babylon guy go, that was my favorite mod.
  #17  
Old September 4th, 2007, 02:29 PM

sgqwonkian sgqwonkian is offline
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Default Re: Updated Mod: Drives \'R\' Us v1.11

Thanks for the tip, Phlagm! This one's the correct thread for the latest version of Drives'R'Us from now on.
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  #18  
Old September 4th, 2007, 04:57 PM

Phlagm Phlagm is offline
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Default Re: Updated Mod: Drives \'R\' Us v1.11

There's also a big bonus in that this thread will get a billion hits and will look even more enticing all the time.
  #19  
Old September 5th, 2007, 11:49 PM

WeirdGuyinanevenweirderworld WeirdGuyinanevenweirderworld is offline
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Default Re: New Mod: Drives \'R\' Us

I had to log in just to tell you that your mod rocks!!!
  #20  
Old January 9th, 2010, 04:29 PM

sgqwonkian sgqwonkian is offline
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Default Re: Updated Mod: Drives 'R' Us v2.0

Here's a brand new expanded version of Drives'R'Us. Pretty much everything has changed, so I'll probably leave the old version on this thread as well in case anyone prefers that version. But I don't think you will - this one's much spiffier.

Changes in 2.0 version:
  • Recalibrated prices on everything. I did extensive testing and number-crunching to arrive at more-accurate values for almost every item in the game.
  • Technology items are now split into Civilian Tech and Military Tech. The Military mission focuses on military tech, and the Science mission gives a little bit of emphasis on civilian tech.
  • Changed the starting equipment for all ships, and what spawns on Hope.
  • Over 30 new items!
    • 9 New Weapons
    • 3 New Drives
    • 2 New Sensors
    • 1 New ECM
    • 4 New Combat Computers
    • 5 New Repair Systems
    • 5 New Thrusters
    • 2 New Shields
  • Miscellaneous tweaks to various systems and weapons.
  • Added a couple new ship variants. Should mix up the fights a bit.

I've got plenty more ideas, and will probably do another version somewhere down the road. In the meantime, though, this should keep you all happy for a while.
Attached Files
File Type: zip drivesrusv2.0.zip (4.22 MB, 538 views)
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