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May 31st, 2004, 03:25 AM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
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Re: Junkyard games?
OK, I'll get to fixing those... umm, sometime before the game starts
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The Ed draws near! What dost thou deaux?
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May 31st, 2004, 03:35 AM
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Lieutenant General
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Join Date: Dec 2000
Location: california
Posts: 2,961
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Re: Junkyard games?
i actually fixed them myself, but it would probably be harder for you to use my data file now that you have customized your own. easier just to edit the couple of lines that need editing.
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...the green, sticky spawn of the stars
(with apologies to H.P.L.)
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May 31st, 2004, 07:27 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Toledo, OH
Posts: 641
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Re: Junkyard games?
Ice Colony Tech only goes to level 2 in Techarea.txt instead of 12 (looks like a typo).
__________________
Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
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May 31st, 2004, 07:30 PM
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Second Lieutenant
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Join Date: Jan 2004
Location: Australia
Posts: 538
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Re: Junkyard games?
Why the extra ice tech levels - do they make any difference.
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May 31st, 2004, 07:44 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
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Re: Junkyard games?
Oops... I was going to make them go to 12 originally but I got lazy so I made them go to 5 in components.txt... but I forgot to change techarea.txt. Thanks for noticing though!
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The Ed draws near! What dost thou deaux?
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May 31st, 2004, 09:15 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
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Re: Junkyard games?
New Version of mod uploaded!
I didn't change the base repair bays or the CSM's, the first because I realized they also repair a lot faster than the ship bays, and the second because I figured it must be an intentional change that Puke made, and besides, I didn't feel like checking ALL the seekers in the game
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The Ed draws near! What dost thou deaux?
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June 1st, 2004, 09:03 PM
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Captain
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Join Date: Apr 2004
Location: Texas
Posts: 962
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Re: Junkyard games?
Ok...D/L'd mod. Extracted to SE4G folder...into its own folder...just like any other mod. Run the Mod Launcher...pick the Junkyard Mod, and get the following error...
"High Energy Magnifier 3 could not find Weapon family...."
Might want to check that out Ed...
Also...It won't let me start a new game to make my empire file. Only options are Credits and Quit...any Idea what I'm doing wrong?
Kana
[ June 01, 2004, 20:04: Message edited by: Kana ]
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June 1st, 2004, 11:29 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
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Re: Junkyard games?
Ack! I knew there was SOMETHING wrong with the high energy magnifier III - it wasn't appearing at all in Puke's original Version of the mod! It appears my fixing that problem has only brought another to light... Let me see what I can do about it, then I'll upload another Version... but now I have somewhere to go
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The Ed draws near! What dost thou deaux?
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June 2nd, 2004, 03:58 AM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
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Re: Junkyard games?
New Version of mod uploaded! Get it at PBW archive!
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The Ed draws near! What dost thou deaux?
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June 2nd, 2004, 04:03 AM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
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Re: Junkyard games?
Just for clarification, you will get 5000 research points on the first turn of this game; I hereby decree that you are allowed to spend them to get a cheap tech (or more if you can find even cheaper ones ) of your choice (no sense putting them toward a partial tech) - any objections?
BTW, I realized I made colony tech too cheap, but that only really makes a difference in 20K and 100K resource games (where you could grab all of them and have points left over ) , which this isn't, so it doesn't matter
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The Ed draws near! What dost thou deaux?
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