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  #51  
Old October 4th, 2007, 03:46 PM

Phlagm Phlagm is offline
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Default Re: Mod: Even Weirder Worlds 0.85

There will be a new patch out...hopefully tonight. It'll have some new stuff as well as bug fixes. Some of the new stuff will be the beginnings of ship-specific missions, just in case you were wondering "Why would I play a pirate vessel, when I can get 3 guns?" Now you'll know. And there are a few other bonuses.
  #52  
Old October 5th, 2007, 06:46 PM

WeirdGuyinanevenweirderworld WeirdGuyinanevenweirderworld is offline
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Default Re: Mod: Even Weirder Worlds 0.90

Phlagm,

Just a quick note. I thought I already posted about it. But when I have the special event with the Damocles Sword when I've beaten the bad guy they game quits. Do you know why? it hasn't happened in any other of the mods I've played.

I love this Mod. I can't stop playing it.
Thanks
  #53  
Old October 6th, 2007, 07:12 PM

Phlagm Phlagm is offline
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Default Re: Mod: Even Weirder Worlds 0.90

Hmm really? I don't think it has ever happened with me. But I'll check that right now.

And thanks! I'll have more in the next patch. Which is done whenever I can get one quest working.
  #54  
Old October 19th, 2007, 01:04 PM

Phlagm Phlagm is offline
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Default Re: Mod: Even Weirder Worlds *** Now 0.99

I'm replying to this just to move it up to the top of the thread
  #55  
Old October 24th, 2007, 02:27 AM

Alphasite Alphasite is offline
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Default Re: Mod: Even Weirder Worlds *** Now 0.99

I haven't yet seen a Cambrian fleet with 0.99.
  #56  
Old October 24th, 2007, 12:10 PM

Phlagm Phlagm is offline
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Default Re: Mod: Even Weirder Worlds *** Now 0.99

Funny that you mention it, but I was noticing another issue, but that's certainly true. I haven't seen them either, and I didn't change them at all. I have been noticing quirks in the randomization of events....Where I make two things mutually exclusive, and only one ever shows up.

I just moved the Cambrians to near the top of the list and suddenly they appear. This is an alarming realization, though. I have another 2 races that I'm putting in the next patch, and had intended to add three more in the future. I guess there's no point if they won't appear in the game.
  #57  
Old October 24th, 2007, 12:34 PM

Phlagm Phlagm is offline
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Default Re: Mod: Even Weirder Worlds *** Now 1.00

Okay, I moved some things around to get the Cambrians to start showing back up. Who knows what other race got shafted now.
  #58  
Old October 24th, 2007, 04:43 PM

Alphasite Alphasite is offline
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Default Re: Mod: Even Weirder Worlds *** Now 1.00

I'll play with it for a couple of days and see if I notice anything.
  #59  
Old October 24th, 2007, 06:08 PM

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Default Re: Mod: Even Weirder Worlds *** Now 1.00

You know, despite that I set my tanru mainquest as the only mainquest and put the frequency to 1 and played 900 games in a row to get it just right, I ran into that quest in the game again and it was bugged severely. I guess I'll be trying to patch that once again.
  #60  
Old October 24th, 2007, 06:13 PM

sgqwonkian sgqwonkian is offline
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Default Re: Mod: Even Weirder Worlds *** Now 1.00

To quote the Modmaker's Guide:
"GD_MAX_RACE 32 - maximum number of races"

So it would seem there should be room. We know that certain quests have to occur in a particular order, such as the mainquests being up top, then gamequests, then always, and lastly the random event quests. Do races have a similar protocol?
How does the game tell where those lists start and end? Could that be the issue? Is it "always end with Urluquai", or is it "stop looking once a single race says random"? I'm always so curious how the inner-workings of the game function.
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