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  #51  
Old March 18th, 2006, 12:36 PM
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Default Re: ExMod 1.10has arived

Great mod!

Got a question though, I noticed in the data file for ships that you are using a Deathstar bitmap for the two Deathstar ship classes. Neither of these are part of the neo standard, did you just add an image to ALL of your race folders?
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  #52  
Old March 19th, 2006, 05:16 PM

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Default Re: ExMod 1.10has arived

What I did was the the Deathstar to the generic ship folder, so when the game doesn't find it in the race image folder it uses the one in the generic =) saves the time and space of adding it to all the race folders.
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  #53  
Old March 19th, 2006, 09:50 PM
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Default Re: ExMod 1.10has arived

I've been playing the game, and I'm loving it. I'm finding that the standard AI isn't able to handle the new rules they need to work with. So I'm not sure what I'm wanting to do, as I don't want to have duplicated Race directories, but I'd like to have the aliens work with the new features. So for now I'm turning their cheating on max to compensate.

I'm also thinking that the research is a bit to slow.

Anyhow I'm still loving this mod!!

Here are the issues I've found in the 1.10 that I downloaded from your website.


Errata
Crew Recreation component description - "Area" is misspelled

Corvettes cost 200 Minerals and are 245Kt in size, while Frigates cost 400 minerals and are 200 kt in size

Heavy Destroyer 800 Minerals for 335kt, while Light Crusiers 450 minerals for 500kt

Minerals produced from Resupply Depot aren't transferred to the empire

Heavy Infantry Weapons I and II are the same, except for cost

Sith Warrior component misspelled "Sith Warrier"

Small Arms I-IV aren't very different

Crew Recreation Center II have the same Tech requirement as level I

Combat Bridge's third ability doesn't have a description

Dule Anti-Proton misspelled

Armored Airlocks are 1kt in size.



Comments:

What is the point of the scout ship? By the time you can get one it is fairly useless. Also the design doesn't allow you to fill it with all the engines it is allowed to have.

Resupply Depot is nearly as powerful as a Level 1 mineral extraction factility? Also, I'd think that a Resupply Depot would make radioactives rather than minerals. I'd recommend 50 Radioactives.

Armored Airlocks seem cheap for the affects you get from them. Also the higher level airlocks are really just good armor, as their effectiveness decreases with the ship capture technology. I'd recommend the following values of Turrets, (20, 36, 48, 60, 72)

Organic Farms should possibly cost Organics to build? A small amount.

Sith only gets a +4% attack over jedi knights, but jedi knights get +20% defense?

No Huge or Massive Troops?

Add repair ability of 1 component per turn for resupply depots

Troops Small, Medium and Large don't cost organics like the infantry
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  #54  
Old March 19th, 2006, 10:31 PM

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Default fixes

Well, its probably been a year since an update, but why not?
When I have some free time I'll change/fix exmod with your list in mind
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  #55  
Old March 19th, 2006, 10:33 PM
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Default Re: ExMod 1.10has arived

Did you mean to have the infantry to be 1kt in size? With that many, you can make a HUGE army =)
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  #56  
Old March 20th, 2006, 05:07 PM

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Default Re: ExMod 1.10has arived

Its been a very long time, but here it is!
ExMod 1.12!

Download ExMod1.12 Rar (4,379kB)
Download ExMod1.12 Zip (5,690kB)

If anybody find any more problems, tell me and I'll try to fix em. Also thanks to Wenin for all the ideas/fixes!
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  #57  
Old March 21st, 2006, 12:45 AM
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Default Re: ExMod 1.10has arived

All the the Research Pods you have in the components folder need to have the TABs removed and replaced with the proper number of spaces. Without them they aren't read by the Component Editor, don't know if SEIV can read them yet.
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  #58  
Old March 21st, 2006, 09:14 AM
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Default Re: ExMod 1.10has arived

I'm still getting the Lucky trait error when starting new games.

Also I'm coming across a lot of data formatting issues within the Components folder.

Example Dark Armor - File states that there are only 3 Tech Req, when in fact there are 4. I believe this is making tech not show up in the game.

This happens a lot within the file. I found it by using the Component Editor found in the Mod forum, and it essentially chews up the data if such innaccurate items exist.

Wish someone created a data checker app =)
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  #59  
Old March 21st, 2006, 06:06 PM

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Default Re: ExMod 1.10has arived

guess I'll have to run thru it and see how many errors I can find =/
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