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  #651  
Old June 27th, 2004, 01:57 AM

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

damn i could ask your status and save turns for my intell on others. Damn!
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  #652  
Old June 27th, 2004, 06:13 AM

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

Quote:
Originally posted by astruskustuvas:
damn i could ask your status and save turns for my intell on others. Damn!
Ah, well I guess that won't work then... if you do find anyone interested, let me know. As for the status of my empire

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  #653  
Old June 27th, 2004, 06:32 AM

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

so what is status for this mod, any updates or fixes coming soon?
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  #654  
Old June 28th, 2004, 03:05 AM
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Tnarg Tnarg is offline
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Quote:
Originally posted by astruskustuvas:
Anyone wants to host another SW game on pbw?
I've never hosted a game, but I would love to join a SW game if anyone started one.
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  #655  
Old June 28th, 2004, 02:11 PM

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

ok i hosted game.
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  #656  
Old June 29th, 2004, 03:37 PM
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Tnarg Tnarg is offline
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

I downloaded the mod, but it is a single RAR file that is 18 megs. I have never done anything with this kind of file before, so what do I do with it?

Each time I click on it says what kind of program created it and does it want to look on the internet to find it, ect.
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  #657  
Old June 29th, 2004, 04:30 PM

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

Tnarg, you needWinRAR to open rar files.

Astrusustuvas, I'm not planning to release a new Version too soon.
Have you or anyone fond anything that needs to be fixed?
But, yeah, there are lots of new things that need to be added, such as racial traits for other empires.
Keep nagging me so I don't get too lazy/distracted.
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  #658  
Old June 29th, 2004, 08:38 PM

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

ok here we go...............
Id like that you comment on what i posted here

Ships

VSD ok
ISD ok
SSD broken fix: make hull bigger and (or) decrease life support and crew quarters to 1

Sovereign SSD ok
Eclipse SSD broken fix: decrease life support and crew quarters to 2

Torpedo Sphere ok
DS Prototype could be bigger
DS I could be bigger
DS II could be bigger

Fighters: Dont think fighter needs tweaking

Other:

Armor: make armor size dependant like shields

fix seeker, make them cheaper and smaller but not efective on larger hulls (they should use TL)

Superlaser MK x: decrese size 1/2 of curent one

World Devastator: i like this thing but it would be better if thet had SY capability

Advances Shipyards x: make them deplete less resources and only on that planet not on all in system

Mining facilitys give them resource storage capability and increase rescource storage

Add medium sized solar ionizator reactor

Where is AI?

To be continued.......

[ June 29, 2004, 19:43: Message edited by: astruskustuvas ]
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  #659  
Old June 29th, 2004, 09:37 PM

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

Quote:
Originally posted by astruskustuvas:
ok here we go...............
Id like that you comment on what i posted here

Ships

VSD ok
ISD ok
SSD broken fix: make hull bigger and (or) decrease life support and crew quarters to 1

Sovereign SSD ok
Eclipse SSD broken fix: decrease life support and crew quarters to 2

Torpedo Sphere ok
DS Prototype could be bigger
DS I could be bigger
DS II could be bigger

Fighters: Dont think fighter needs tweaking

Other:

Armor: make armor size dependant like shields

fix seeker, make them cheaper and smaller but not efective on larger hulls (they should use TL)

Superlaser MK x: decrese size 1/2 of curent one

World Devastator: i like this thing but it would be better if thet had SY capability

Advances Shipyards x: make them deplete less resources and only on that planet not on all in system

Mining facilitys give them resource storage capability and increase rescource storage

Add medium sized solar ionizator reactor

Where is AI?

To be continued.......
I agree with everything here except perhaps the fighters. In the end I noticed Tie Fighters seemed to rule the day as better pound for pound than Interceptors or Defenders (and Advanced). I think that perhaps the Torpedoes the fighters use might be over balanced, however all this is probably moot as without an AI to test the tech against its kind of hard to gauge.

Have you considered using the AI files from TDM to at least make the SW AI stronger? Ideally I suppose an AI that used SW tech would be the best but the TDM AI's could probably do some damage against the superior SW tech player.
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  #660  
Old June 30th, 2004, 07:22 AM

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

i noticed a bug that was quite a turn-off for me...

Every race seems to want to be rock/oxygen... if I choose any other type, gas or ice, somehow all rock planets still have *, and I have rock planet colo?! but not the colo tech for my homeworld...

Anyone else have this problem?

Abd.
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