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  #71  
Old August 27th, 2001, 12:09 AM

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Default Re: ultimate mod

So what does that mean? lol. Hadrian broke his own rules on the mod. lol.

[ June 15, 2003, 06:19: Message edited by: General Talashar ]
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  #72  
Old August 27th, 2001, 04:56 AM
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Default Re: ultimate mod

I'm only 10 turns into this MOD, but so far the dynamics are great!! I am more so a lurker, but this mod deserves praise. Well worth the wait. Not to slight the hard work that all of the modders, programers have done to improve this game. You have all earned my respect ( I'm sure there are many lurkers that feel the way I do). Perhaps it is time to make all of the people that add to this game feel that their work is much apprecated??
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  #73  
Old August 27th, 2001, 03:00 PM

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Default Re: ultimate mod

Mudshark hit it dead on, I feel like I'm playing a totally different SE game now!

[ June 15, 2003, 06:20: Message edited by: General Talashar ]
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  #74  
Old August 29th, 2001, 03:11 AM

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Default Re: ultimate mod

anything new happen, bump!

[ June 15, 2003, 06:21: Message edited by: General Talashar ]
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  #75  
Old August 29th, 2001, 03:23 AM
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Default Re: ultimate mod

I did fund a bug in the fleet text file for the HouseofAleskanser. it had a formation of close, cluster, or somthing that started with a C. which caused a "not found error", beyond that, this mod is very interesting. I almost feel like I'm re-learning the game.
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  #76  
Old August 29th, 2001, 03:34 AM

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Default Re: ultimate mod

I got a screenshot of it too, I emailed it to hadrian. It said cluster when there is no cluster.

[ June 15, 2003, 06:22: Message edited by: General Talashar ]
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  #77  
Old August 29th, 2001, 04:12 AM
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Default Re: ultimate mod

Your Right, It was a typo. I'm looking forward to the rest of your mod. The different mounts+diecasting is a bit of a learning curve. The more you modders learn, the better this game gets. I think many of us would have lost interest long ago if it wasn't for all of your contributions
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  #78  
Old August 30th, 2001, 01:52 AM

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Default Re: ultimate mod

Q: Are the races in this mod patched?
I already have all those races installed, I have a total of 102 races installed (It’s a shame I can use only 20 in a game)
The easiest way to enable them is by removing the races dir from the mod so the game uses the default races dir, but if AIs are patched to use the mod that would disrupt all AI players.
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  #79  
Old August 30th, 2001, 04:59 AM

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Default Re: ultimate mod

I don't think any are, Can you confirm Hadrian?

[ June 15, 2003, 06:23: Message edited by: General Talashar ]
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  #80  
Old August 30th, 2001, 06:05 AM

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Default Re: ultimate mod

Thanks for the data Hadrian

I have no problem with the emp files, though I’d need to generate more if I want to use some extra race.

If races are not patched, then they are not indispensable to use the mod.
What about putting them in a separate file (they take up almost half of the mod size) so people can have the option to download them or not. If there’s something I don’t like is wasting expensive Online time downloading stuff I already have.

I added a “Savegame” folder, there should be one in every mod so you don’t attempt to load a game in the wrong mod.
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