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August 8th, 2002, 01:28 AM
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Sergeant
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Which mod is best?
Ok, I know all the mods are different and have there niche, but which is the most played?
Can someone give me a general rundown of how they're different, what they specialize in, what style they promote, etc, etc....??
Thanks,
Ken
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August 8th, 2002, 02:05 AM
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Shrapnel Fanatic
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Re: Which mod is best?
I'd say most people play Unmodded, with TDM AIs.
Pirates & Nomads:
1) Great for turn-based Tactical combat lovers. As a Pirate or Nomad, you need to use every trick and exploit in the book to survive against the AIs, steal ships and tech, hide in storms, and raid unescorted transports.
Small pirate fleets enhance the "up close and personal" effect.
2) A unique form of tech balancing and expansion. Armor, shields, Phased weapons, missiles, racial crossover techs, added racial techs and traits, etc. Gobs of smaller changes.
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August 8th, 2002, 02:19 AM
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Corporal
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Re: Which mod is best?
TDM improves on the basic AI, the game stays the same. the tech tree is identicle.
Most of the other mods change things considerably.
As stated below P&N, can be tough (I've never played much). But find the concept interesting!
Proportions changes the whole idea of population, let alone adds much to the basic game, adds many tech levels.
Derricks mod is a blend of TDM and proportions.
I'm sure that i've left many out, I.m looking forward to the Star trek mod, but this is one poor soldier working alone. I have no skill in modding.
All of the mods offer a different flavor, they have their great points. And sometimes things to be desired.
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August 8th, 2002, 04:13 AM
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Shrapnel Fanatic
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Re: Which mod is best?
FQM (Fyron's Quadrant Mod) makes drastic changes to the systems, planets, and quadrants. Most solar systems have an asteroid belt in them. There are many, many more moons of all atmospheres, and some small and medium moons too. There are many new quadrant types too, such as Newborn, Super Grid, and Threaded Spiral. Asteroids, warp points, and stars are given some random abilities to make them less bland.
The best part of FQM is that a map generated with it can be used with ANY mod, or with the standard game.
[ August 08, 2002, 03:14: Message edited by: Imperator Fyron ]
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August 8th, 2002, 12:54 PM
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BANNED USER
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Re: Which mod is best?
I like the combination of Fyrons Quadrant Mod with the TDM pack.
The most important part of using mods is the Mod Launcher. It allows you to move between mods very easily.
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August 8th, 2002, 04:09 PM
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Shrapnel Fanatic
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Re: Which mod is best?
FQM is linked to in Fyron's Sig. That shoulda been the first place to look.
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August 8th, 2002, 04:30 PM
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Lieutenant General
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Re: Which mod is best?
Tigga, first, download and unzip Fyron's mod into SE IV directory. Second - back up "data" folder in TDM directory (rename it or make a copy). Then copy either whole "data" folder from Fyron mod to TDM mod folder or only selected files - secttype.txt, stellarabilitytypes.txt, planetsize.txt, quadranttypes.txt, systemtypes.txt, systemnames.txt from fyron/data to TDM/data. Settings.txt is optional. If you copied whole "data" folder, you will need to copy "formations.txt" from backed-up TDM data folder to new data folder. Now, when you launch TDM mod, it will use Fyron' quadrants.
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August 8th, 2002, 04:39 PM
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Lieutenant General
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Re: Which mod is best?
Word of warning: Sometimes SE IV screw up homeworlds in Fyron' mod. I edited systemtypes.txt to avoid this problem. Unfortunately, there is no more medium-sized moons but you can be sure that all homeworlds have been generated correctly.
http://forum.shrapnelgames.com/newup...1028079875.txt
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It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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August 8th, 2002, 08:07 PM
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Shrapnel Fanatic
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Re: Which mod is best?
Hopefully Aaron can get that little bug fixed soon.
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August 9th, 2002, 12:54 AM
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Lieutenant Colonel
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Re: Which mod is best?
IF: Did you email Aaron to see if he'd let us specify new planet sizes?
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