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  #51  
Old March 4th, 2002, 03:44 PM
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Default Re: Zippy\'s SE IV Mod (Note: It\'s HUGE!!!)

Zippy, this is great mod. You have, apparently, put a lot of work in it.

I just noticed some things:

- You have placed some components in the game that should repair all damage to the ships during combat; but this simply doesn't work. The reason is that you used Armor Regeneration ability and it works only on components that have armor and armor regeneration ability. All other components are ignored. At the moment, I just don't see any way to make component that repairs non-armor components during combat.

- You could use SJ's image collection in your mod since you have added a number of new weapons. Right now it's hard to tell the difference between Anti - Proton Beams and Psychic Anti - Proton Beams.

- Your "Warp-Space" colony components have 250KT of space and Cargo Bay I has 150KT. AI looks for the component with the best value when deciding which component will be fitted on the ship. That means that if the AI has researched "Warp-Space" colony component and has researched only Cargo Bay I it will use "Warp-Space" colony components instead of Cargo Bay I.

[ 04 March 2002: Message edited by: Daynarr ]

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  #52  
Old March 4th, 2002, 04:21 PM
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Default Re: Zippy\'s SE IV Mod (Note: It\'s HUGE!!!)

Sensors and ECM stack, as long as the components have different family numbers.

The B5 mod has 3 classes of both, so you can spend anywhere from 10KT to 30KT on ECM, and get diminishing returns (+32%, +16%, and +8% for each 10KT ECM package)
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  #53  
Old March 5th, 2002, 05:14 AM

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Default Re: Zippy\'s SE IV Mod (Note: It\'s HUGE!!!)

quote:
Originally posted by Daynarr:
- You have placed some components in the game that should repair all damage to the ships during combat; but this simply doesn't work...


Well that stinks! I'll have to fire my Quality Assurance department for not noticing this Thanks for the info -- I'll have to rethink the components that you are referring to.

quote:
- You could use SJ's image collection in your mod...


Sounds like a great idea! Thanks again. Psychic weapon pics bother me too. I haven't downloaded any of the other great mods out there so please let me know if there are other easy ways to improve my mod.

quote:
- Your "Warp-Space" colony components have 250KT of space and Cargo Bay I has 150KT.


Yeah, but there are also Warp - space Cargo Bays which have a whopping 1500KT of space. During testing of v2.0 the AI used all Warp - space components appropriately whenever the related tech area was discovered. (At least as far as I could tell.) Have you seen a problem?

Thanks again for your feedback. Despite my efforts, this mod has grown beyond my capability to perform thorough QA; user feedback is crucial.
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  #54  
Old August 19th, 2002, 11:38 AM

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Default Re: Zippy\'s SE IV Mod (Note: It\'s HUGE!!!)

See what happens when you go to a classic thread and then press "previous" out of habit? You end up looking a thread for a cool mod, that hasn't been updated in a while. A quick search for Zippy's member number shows that he hasn't posted in the Last 30 days. So, has Zippy been sucked into the Twilight Zone? Did he fall off the face of the Earth? Was he Abducted by Aliens? If so, why didn't he invite me?
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  #55  
Old August 20th, 2002, 02:36 AM
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Default Re: Zippy\'s SE IV Mod (Note: It\'s HUGE!!!)

Since his website is apparently down, is there another way to download this mod? It sounds interesting.
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  #56  
Old August 20th, 2002, 03:41 AM
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Default Re: Zippy\'s SE IV Mod (Note: It\'s HUGE!!!)

Quote:
Originally posted by gregebowman:
Since his website is apparently down, is there another way to download this mod? It sounds interesting.
Yes is there another way? I can't access site either. I'm looking forward to starting a game with this mod though. Sounds great.
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  #57  
Old August 20th, 2002, 04:50 AM
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Default Re: Zippy\'s SE IV Mod (Note: It\'s HUGE!!!)

IIRC he posted a Version of the Zippy Mod in the download section of the Shrapnel Boards, just go look within and search for it (may take a bit but it should be in the same section as most player mods).

Edit, page 6 of the Data/Sound/Graphic download has a 1.49 Version of it, don't know if there is an updated Version somewhere.

[ August 20, 2002, 03:54: Message edited by: Deathstalker ]
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  #58  
Old August 20th, 2002, 05:12 AM
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Default Re: Zippy\'s SE IV Mod (Note: It\'s HUGE!!!)

Hey Zippy... Any chance you're going to update your mod to 1.78? If so that'd be awesome.
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Ragnarok - Hevordian Story Thread
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I think...therefore I am confused.
They were armed. With guns, said Omari.
Canadians. With guns. And a warship. What is this world coming to?
The dreaded derelict dwelling two ton devil bunny!
Every ship can be a minesweeper... Once
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  #59  
Old August 20th, 2002, 05:55 AM
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Default Re: Zippy\'s SE IV Mod (Note: It\'s HUGE!!!)

Quote:
Originally posted by Deathstalker:
Edit, page 6 of the Data/Sound/Graphic download has a 1.49 Version of it, don't know if there is an updated Version somewhere.
Um, that's just a (now nonfunctional, ofc) link to Zippys website.
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  #60  
Old August 20th, 2002, 06:29 AM
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Default Re: Zippy\'s SE IV Mod (Note: It\'s HUGE!!!)

I have Version 1.8 of ZippyMod. It seems as if that isn't the latest Version though. I think 2.0 (or maybe more) was the latest Version. If you want it, I can upload 1.8 for you.
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