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  #31  
Old May 2nd, 2001, 08:51 PM
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Default Re: Devnullmod

Check the components for:
HMSG III: generates 65 shields, not 75
HMSG I: 20 pts armor, not 30.

If these things are correct, the rest probably is. (But there are more changes than just this - see the file attached below)
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  #32  
Old May 2nd, 2001, 09:09 PM

Devnullicus Devnullicus is offline
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Default Re: Devnullmod

quote:
Originally posted by suicide_junkie:
Check the components for:
HMSG III: generates 65 shields, not 75
HMSG I: 20 pts armor, not 30.

If these things are correct, the rest probably is. (But there are more changes than just this - see the file attached below)



The file you posted below has
HMSG III: 75 shields
HMSG I: 30 armor

unless of course you've changed it recently...

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  #33  
Old May 2nd, 2001, 09:41 PM

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Default Re: Devnullmod

You mod is already quite extensive and there are a lot of new techs/components. Are you going to set these up so some can be used and others not?
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  #34  
Old May 2nd, 2001, 09:44 PM

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Default Re: Devnullmod

Not sure how I would do that, actually. I suppose that you can make some tech unusable by not allowing that tech tree to be used at game creation, but other than that, I'm not sure how you would accomplish what you are asking.
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  #35  
Old May 2nd, 2001, 09:58 PM

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Default Re: Devnullmod

You know how techs can removed from a game in the set up screens. I guess it would mean using the line "can be removed=true" in the tech area. That way if my buddies don't want to use the whole mod in our hotseat games I can still convince them to try part of it, until they come around
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  #36  
Old May 2nd, 2001, 10:02 PM

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Default Re: Devnullmod

Ah, ok, yes, I don't think I've added very many new tech areas, but those I have added will be removable. Monolithic tech might be a bit problematic though since you can no longer get Monolith Facilities from Stellar Manipulation, so if you removed Monolithic Tech, you wouldn't be able to get Monolith Facilities. *shrug*
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  #37  
Old May 2nd, 2001, 10:09 PM

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Default Re: Devnullmod

That's cool. Some of the more exotic or radical changes would be hard to sell with my group, we're old and kind of set in our ways.
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  #38  
Old May 5th, 2001, 04:31 AM
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Default Re: Devnullmod

quote:
Originally posted by suicide_junkie:
Here is a patch for the P&N "hardened mini-shields"

I just went through and re-balanced the components.
They now provide roughly 10% to 20% more hipoints (shield&armor combined) than shields at the same tech level (but you need armor tech, too).


Before it was "off the top of my head", but now I went through and did the math, tweaking it.

Just replace the HMSs with the ones in the file here.



Just where will I need to put this to make it work? (mottlee the incompetent)


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[This message has been edited by mottlee (edited 05 May 2001).]
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  #39  
Old May 5th, 2001, 08:18 AM

Devnullicus Devnullicus is offline
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Default Re: Devnullmod

You won't need to. I need to =) You just install my mod when it comes out and you'll be set. I'll worry about the modding (assuming you don't want to =) )

Speaking of which, I am FINALLY done with all the modding I want to do for this Version. At this point, I'm just testing it. I've already found some things that don't work and had to take them out. *sigh* Heavy Shields for example, as the AI does not handle them at all well.

Anyway, now that I'm in the testing phase, I'll hopefully be releasing early next week. We'll see =)

[This message has been edited by Devnullicus (edited 05 May 2001).]
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  #40  
Old May 5th, 2001, 04:18 PM
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Default Re: Devnullmod

Ok, try this file. I must have copied the components from an old Version Last time. Sorry.
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