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  #591  
Old March 14th, 2004, 09:50 PM

JayBdey JayBdey is offline
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

I rarely play anything but full tech; it's not that unusual for me.

Starting at low or even medium tech just makes the game move so unbearably slow, I can't stand playing like that.
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  #592  
Old March 14th, 2004, 09:54 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

I absolutly disagree with you JayB.

It's just the strenght of the game that your opponents have complete other weapons and strenghts than you have. It's realistic and more fun to choose the way of your empire from scratch.
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  #593  
Old March 14th, 2004, 10:20 PM

JayBdey JayBdey is offline
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

That's great if you enjoy playing that way more, but I don't. Is there no way to stop this from happening in full tech games?

I thought the standard SEIV tech and races were just held over to allow single play until the SW AI was done. Won’t this go away after the AI is finished? I know I certainly won’t be using standard SEIV races in any games so how could I capture or analyze to get those components if no empires have standard SEIV tech?

Or do you plan on keeping the standard SEIV tech in the game even after the AI is done?
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  #594  
Old March 14th, 2004, 11:37 PM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Research is an important part of the game and of your strategies, full tech may be faster but you're losing a great part of the game.

I've never considered removing SE4 tech.
After all, this is still the beggining of a 'sci-fi crossover mod' and 'seiv universe' is one of the sci-fi universes that you can pick.

I'm thinking about some solution for your problem. Maybe a 2nd racial trait as requirement for shared techs. I'll try if it works and may add it to a future Version, but I do not consider this something important that needs to be fixed before trying a multiplayer game.
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  #595  
Old March 15th, 2004, 03:12 PM
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gregebowman gregebowman is offline
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Quote:
Originally posted by Andres:
Actually AIs will fight you back quite effectively the way the game now.
AI's must use the "Standard SE4" racial trait, and use their original AI without problems. They will (or at least they should) pick it when randomly added, and of course you should do it manually if you add them that way.

Of course that having AI that uses starwarish techs would be nice, but my priority right now is finishing all techs to get something more or less playable so we can multiplay.
How about something for us strictly solo players? maybe one of these days I'll multi-play, but it isn't now. I haven't been on the internet at home for awhile, mostly due to the Star Trek mod game I'm playing. Can't put it down.
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  #596  
Old April 16th, 2004, 09:24 PM

JayBdey JayBdey is offline
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Is work still being done on this? Any PBW games going yet?
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  #597  
Old April 17th, 2004, 05:12 PM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

JayBdey,
Sorry, I'm not current working in the mod right now (again), but that doesn't mean I gave up.
Last SE4 modding related activity I've been doing is 3d modelling some ships based on se3 shipsets.

I had posted a request las t month to add the mod on pbw admin forums and didn't get an aswer at least in the first days, as soon as pbw is up again I'll check and if there's still no answer I'll try emailing Geoschmo.

The good news is you're still on time to join any pbw game we make.

And Gregebowman, I was talking about solo games in the 1st paragraph you quoted.
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  #598  
Old April 18th, 2004, 12:37 AM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

OK I just checked in PBW and 'v1.91 + Andres Star Wars II Mod' seems to be one of the available mods to play.
Do you want me to set it up or are there any volunteers?
How many people is intererested in joining?
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  #599  
Old April 18th, 2004, 04:12 AM

JayBdey JayBdey is offline
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Is it the new Version, or the old one? I remember the second newest Version of the mod already being on PBW, but the most recent update might not be on there yet. Is there any way to check?
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  #600  
Old April 18th, 2004, 04:50 AM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

I'm interested!! (In case that wasn't obvious)
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