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  #21  
Old December 5th, 2001, 06:57 PM

Val Val is offline
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Default Re: The Crazy Outta Control Mod

1007571303.zip

Ok, there it is. I added satellite tech, but really low end. Keeping with what I understand from the rules, I have also only added a basic satellite component, so what the satellite will be used for remains a mystery for now

Thanks Rollo, I hadn't realized you could upload "over there" without actually needing to post.

[ 05 December 2001: Message edited by: Val ]

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  #22  
Old December 5th, 2001, 07:08 PM
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Default Re: The Crazy Outta Control Mod

quote:
Originally posted by Val:
<snip> Thanks Rollo, I hadn't realized you could upload "over there" without actually needing to post.


Oh, you can? I didn't know that, either .

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  #23  
Old December 5th, 2001, 07:42 PM
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Default Re: The Crazy Outta Control Mod

I got it
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  #24  
Old December 5th, 2001, 07:54 PM
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Default Re: The Crazy Outta Control Mod

Here it is: 1007574818.zip

The Mod finaly gets weapons!

Everything looks to be going well, keep up the good work!
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  #25  
Old December 6th, 2001, 03:54 PM
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Default Re: The Crazy Outta Control Mod

1007646574.zip

Ready for the next participant. Guidance systems tech area and a few little seekers put in.

Feel free to add more levels to guidance if you want to.

This new file upload method is wierd. Think I might have uploaded the file twice. D'oh!
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  #26  
Old December 6th, 2001, 06:56 PM

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Default Re: The Crazy Outta Control Mod

Got it!
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  #27  
Old December 6th, 2001, 09:00 PM
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Default Re: The Crazy Outta Control Mod

How is this mod working? Do I just add things to it and post it again?

I have a nice little component called Engineering that performs minor repairs (2/turn), reduces maintenence cost (-10%) and acts like an auxiliary control and self-destruct device...I find it pretty useful and I would like to add if possible...
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  #28  
Old December 6th, 2001, 09:06 PM

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Default Re: The Crazy Outta Control Mod

With the advent of Orbital Construction and larger ship sizes, citizens (and the military) have turned their eyes toward the rest of the solar system.

OutOfControl.zip

I have added Intra System Hull Tech (small ship hulls - 100 tons or less), Bridge, Life Support, Large Rocket Engines I-III (as they are extensions of fighter techs) and Crew Quarters (gotta spend the off hours somewhere).

I also updated the Update.txt file with changes that have been made since Dogscoff started it and fixed some typos in the Weapons & Guidance Systems (the Tech Area Req were all labeled 1 instead of 1 & 2).
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  #29  
Old December 6th, 2001, 09:08 PM
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Default Re: The Crazy Outta Control Mod

It is still to early to have components that are that powerfull. Give it a few days or so. In the mean time add some other stuff! What I have now is just a basic text file with stuff I will eventually add, once I feel the tech level of the mod is in the right place I will cut & paste it. I find this is a good way to get components ready. And shortens the time I need to keep the mod when I download it.
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  #30  
Old December 6th, 2001, 09:10 PM

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Default Re: The Crazy Outta Control Mod

quote:
Originally posted by Captain Kwok:
How is this mod working? Do I just add things to it and post it again?

I have a nice little component called Engineering that performs minor repairs (2/turn), reduces maintenence cost (-10%) and acts like an auxiliary control and self-destruct device...I find it pretty useful and I would like to add if possible...




Simply Post "Got it" (or something to that effect) and then you are allowed to make modifications based on the rules included within the ZIP. Then post the file back up here for someone else to grab and modify. Now that there are ships in the game, your Engineering component would be usuable, though you may want to add a "companion" tech area for it.
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