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Old August 11th, 2003, 10:29 PM

KnidVermicious KnidVermicious is offline
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Default Bio-Psych Mod v1.16

Bio-Psych Mod V 1.0

Text File1060633093.txt

Zip File1060633154.zip

My first attempt to bring some life to the Biology and Psychology tech areas. Mostly just new components. I need comments on balance, especially component costs and research costs.

Please help a first time modder. I'm hooked.

[ August 25, 2003, 14:35: Message edited by: KnidVermicious ]
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Old August 11th, 2003, 10:37 PM
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Default Re: Bio-Psych Mod v1.16

Feel free to submit the mod to the downloads section of www.spaceempires.net.

For troop comps such as Infiltration Command, I suggest changing the Ship Bridge ability description so that it says it contains a cockpit or some such. Alternatively, you can delete everything after the = sign on that description line. This will make it so that the description is not displayed at all in-game, instead of having a pointless "None" ability tag.

Abomination is 30 kT, but the largest troop is 20 kT. It can not be used.

I suggest increasing the Minerals cost of Evolved Crew (for ships) a bit, so that they will increase build times.

I suggest you move the components at the end of the file to be next to normal-tech equivalents, so there is less chance for someone to forget about them.

[ August 11, 2003, 21:42: Message edited by: Imperator Fyron ]
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Old August 11th, 2003, 11:18 PM

KnidVermicious KnidVermicious is offline
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Default Re: Bio-Psych Mod v1.16

Fixed the description errors. Can't see how I missed the Abomination being too big.Hmm. (I'll post v1.01 tommorrow)

How much would you suggest increasing the Minerals on the Evolved Crew? 50? 100?

Any comments on the concepts? I think most of the things will work the way I want them. Most of the testing I did seemed to work, but I don't have time to run super-thorough tests.

[ August 11, 2003, 22:19: Message edited by: KnidVermicious ]
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Old August 12th, 2003, 05:17 AM
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Urendi Maleldil Urendi Maleldil is offline
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Default Re: Bio-Psych Mod v1.16

Wow. This is great. I can see the WH40K influence.
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Old August 12th, 2003, 05:29 AM
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Default Re: Bio-Psych Mod v1.16

Quote:
How much would you suggest increasing the Minerals on the Evolved Crew? 50? 100?
Enough to make a difference. Probably a bit more than 100.

Can you please write a concise description of the purpose of the mod so that it can be included on the Malfador.com Mods List page?

[ August 12, 2003, 04:30: Message edited by: Imperator Fyron ]
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Old August 12th, 2003, 03:09 PM

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Default Re: Bio-Psych Mod v1.16

Brief Description:

Bio-Psych Mod

The purpose of this mod is to bring some flavor to the Psychology and Biology tech areas by adding some useful combat options in each. In addition, I never liked how adding ECM or Combat Sensors affected a whole stack of troops. Instead I added command units that can affect a whole troop stack.

[ August 12, 2003, 14:10: Message edited by: KnidVermicious ]
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