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April 22nd, 2002, 08:21 PM
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Re: TDM-ModPack v3.10 released
And while I am at it, what is the difference between say Aquileans 2000, 3000 and 5000? The 5000s are harder than the 2000s? Like bonus levels?
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April 22nd, 2002, 08:32 PM
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Re: TDM-ModPack v3.10 released
quote: what is the difference between say Aquileans 2000, 3000 and 5000?
Those are the number of racial points spent on the race; higher numbers mean better characteristics and/or more advanced traits. The value you use should match what you've set "Racial Points for New Players" to in Game Set-Up/Player Settings.
The program won't let you use a race that exceeds this setting, but will accept one with less points, which can be useful for handicapping.
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April 22nd, 2002, 08:35 PM
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Re: TDM-ModPack v3.10 released
The numbers refer to the number of racial points they are spending.
If your game is set up as a 3000 point game, use the "Aquileans 3000" EMP file.
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April 22nd, 2002, 08:52 PM
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Re: TDM-ModPack v3.10 released
Ok,
go to the tdm mod folder/pictures/race
and delete the colonial emp files that are dated 2001
leave the the emp's dated 2002 and that should fix this problem.
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April 22nd, 2002, 09:05 PM
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Re: TDM-ModPack v3.10 released
Here is a small patch that will fix all the reported problems.
TDM-Patch.exe
The standard downloads have been updated as well.
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April 22nd, 2002, 11:02 PM
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Re: TDM-ModPack v3.10 released
quote: Originally posted by [K126]Mephisto:
Here is a small patch that will fix all the reported problems.
Thanks, that fixed it.
Now ran into a bug. I set up a production queue on a planet with some facilities then four Mineral Miners. When I went to check the queue a few turns later the Mineral Miners had changed to Space Ports. I know have 4 Space Ports in my queue, although manually I cannot place more than one on a planet (and the system already has one).
I never had that problem in the 3 games I have played with the stock SEIVG 1.60, one with 1.67. I noticed on turn 20 of my first game with the TDM Modpack, don't know when it actually happened since I only keep a save of the current turn.
Sorry if it's not a TDM problem. I'll keep a savegame of this turn in case anyone needs it.
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April 22nd, 2002, 11:22 PM
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Re: TDM-ModPack v3.10 released
You can have as may spaceports as you like. You only NEED one per system, but you can have extras as backup.
Space Yards on the other hand are normally limited to one per planet (it is moddable)
In any case, it sounds like you've changed your facilities.txt. Make sure you're still using the mod you started the game with.
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April 22nd, 2002, 11:29 PM
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Re: TDM-ModPack v3.10 released
quote: Originally posted by Sinapus:
I think I saw a typo in the Piundon research file. An extra line in one of the point-defense selections. Didn't see anything else, though. (And I don't have the file with me so I can doublecheck.)
[ 22 April 2002: Message edited by: Sinapus ]
Sinapus - are you sure, which one? I just double-checked my source file and could not find it.
Thanks for the help
-TG
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April 22nd, 2002, 11:48 PM
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Re: TDM-ModPack v3.10 released
quote: Originally posted by Tampa_Gamer:
Sinapus - are you sure, which one? I just double-checked my source file and could not find it.
Thanks for the help
-TG
Point-defense lvl 4 or something. I'll have to check when I get home. There were two "50" lines at the bottom of the entry.
Back home. Accessing the file and... Yes, it is there. Here it is:
AI State := Exploration, Infrastructure, Prepare for Attack, Attack, Secure Holdings After Attack, Incursion, Prepare for Defense, Defend (Short Term), Defend (Long Term)
Tech Area Name := Point-Defense Weapons
Tech Area Level := 4
Tech Area Min Percent := 50
Tech Area Min Percent := 50
Didn't notice any others, though.
[ 23 April 2002: Message edited by: Sinapus ]
[ 23 April 2002: Message edited by: Sinapus ]
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April 23rd, 2002, 12:25 PM
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Re: TDM-ModPack v3.10 released
For some weird reason i can't use the new update system, allways say the files are in use and can't be replaced.......
Can you please post the TDM update in the usual zip format ?
Thanks
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