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  #21  
Old November 7th, 2001, 12:41 PM
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Default Re: TDM-ModPack 2.00 BETA

One more observation: several races (e.g. Narn, Atraikan) have an empty research project line due to 50% (Narn) or even 100% (Atraikan) Tech Area Min Percent and therefore lose research points!
Thank you Atrocities for the tip how to fix the filler tech problem, but that is very easy to do: just delete the filler tech projects in the research files (2 each for the Klingons and Romulans).
As far as I see there was no major modifications for the CueCappa and Phong. So if you are interested in my AI for these two races, that are posted in the Mod section some months ago, feel free to use them. They are compatible with Version 1.49 as far as I tested it.
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  #22  
Old November 7th, 2001, 01:09 PM

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Default Re: TDM-ModPack 2.00 BETA

Mephisto:

Is the changed ModPack Online again? What about the Filler Tech - is it included now?

Gorgo
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  #23  
Old November 7th, 2001, 01:37 PM

Atraikius Atraikius is offline
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Default Re: TDM-ModPack 2.00 BETA

Q - Atraikians aren't part of the modpack. They are currently undergoing a major rework including the ship pictures since htose were just my initial pictures for a BFG Chaos race in a different color. It's going to be a while before they are done. The Zorians have the same 100% problem, but all I have left on them right now is re-rendering the bases, weapon platforms, troops, and the med./lrg transport. I'm hopeing they will be done by monday, followed by the Kzinti (using SFB ships from Ghosts Shipyards), Chaos, and Gorn (again ships from Ghosts shipyards).
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  #24  
Old November 7th, 2001, 01:55 PM
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Default Re: TDM-ModPack 2.00 BETA

quote:
Originally posted by Gorgo:
Is the changed ModPack Online again? What about the Filler Tech - is it included now?


Its Online, just click the old link. The filler tech is not included (no need for it any more since MM fixed the research queue bug) but the lines that caused the errors where erased.
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  #25  
Old November 7th, 2001, 01:58 PM
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Default Re: TDM-ModPack 2.00 BETA

quote:
Originally posted by Q:
One more observation: several races (e.g. Narn, Atraikan) have an empty research project line due to 50% (Narn) or even 100% (Atraikan) Tech Area Min Percent and therefore lose research points!


The Narn should not have an empty research queue. Note that the AI will fill the research queue (in fact all queues) at the end of the turn so you don't always see what the Ai is doing until you get the log report in the next turn. In which cases do the Narn have an empty research queue?

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  #26  
Old November 7th, 2001, 04:42 PM

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Default Re: TDM-ModPack 2.00 BETA

Tampa_Gamer and Mephisto

Many thanks for the advice. Installed SEIV Version 1.01)Last night, did the tutorial and is well impressed.

Tampa_Gamer, I will follow your lead and get the hang of this before I download the 1.49 patch and the Mods - look forward to having some meaningful input on future threads

All the best
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  #27  
Old November 7th, 2001, 05:47 PM
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Default Re: TDM-ModPack 2.00 BETA

quote:
I think that Piundon have problems with colony ships as well. The colony ship has only 3 engines and supply storage. The resulting supply is exactly the same as with standard 5-engine ships - 2K, so Piundon ships have _exactly the same range_ but move twice slower ! I understand that Tampa-Gamer have tried to create a long-range colony ship, but it does not work with supply storage I. To get better range, cargo bays but not engines should be replaced with supply.
I feel I should point out here that swapping engines for Supply Storage Is will increase your range dramatically.

In this case, 5 engines, and 2500 supplies is normal:
2500 / (5*10) = 50 squares range

3 engines, and 2500 supplies:
2500 / (3*10) = 83 range @ speed 3

By reducing your speed to 3, you get 66% more range.

Note: upgrading engines from Ion to Quantums will have no effect on your range, just your speed. You run out of fuel in the same starsystem, but you get to that starsystem faster.
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  #28  
Old November 7th, 2001, 06:15 PM
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Default Re: TDM-ModPack 2.00 BETA

quote:
Originally posted by suicide_junkie:
I feel I should point out here that swapping engines for Supply Storage Is will increase your range dramatically.

In this case, 5 engines, and 2500 supplies is normal:
2500 / (5*10) = 50 squares range

3 engines, and 2500 supplies:
2500 / (3*10) = 83 range @ speed 3

By reducing your speed to 3, you get 66% more range.

Note: upgrading engines from Ion to Quantums will have no effect on your range, just your speed. You run out of fuel in the same starsystem, but you get to that starsystem faster.



Hmm.. Thanks suicide, I don't have my notes with me, but I thought I went through some sort of comparison when I was first doing that.
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  #29  
Old November 7th, 2001, 06:24 PM
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Default Re: TDM-ModPack 2.00 BETA

quote:
Tampa_Gamer, I will follow your lead and get the hang of this before I download the 1.49 patch and the Mods


Just to clarify, Khanuk, you should not hold off on getting the 1.49 patch. It fixes a large number of bugs that have been discovered since the game was first released.

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  #30  
Old November 7th, 2001, 06:42 PM
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Default Re: TDM-ModPack 2.00 BETA

Ok guys; I would like some critics on Sergetti, Xi'Chung and Norak. Currently I don't have much time to play test them, so some players observations would be more then welcome (and it would speed up the improvement of these races).

Ok, you can start shooting.


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