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  #21  
Old January 20th, 2003, 07:43 PM
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Default Re: Wanted: Alpha testers for the AoW mod.

DL,

Quote:
BTW, Space Yards tech is only a prerequisite of higher level SY facilities/components. The facilities/components/crew areas are actually researched in the Ship Construction tech area.
I know this. Already did the research for the different 500kt facilities/components/crew.


Send me your email address. I will send you the save game file.

I did a quick start. Using your mod, so that may explain the internal difference. I will test today using a fully configured game.

You did say you wanted it 'PLAY TESTED'. So that is what I am doing.

I will give you another test post, later on today.

mlmbd

[ January 20, 2003, 17:44: Message edited by: mlmbd ]
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  #22  
Old January 21st, 2003, 01:35 AM
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Default Re: Wanted: Alpha testers for the AoW mod.

DL,

AoW v0.81.

20/01/03 - played to SD 2425.5

Ship Construction 3 40000 - no results.
Base Construction 1 200000 - no results.
Space Yards 1 200000 - no results.

No pic for EVA Access Hatch. It works, just no pic.

SD 2409.9 - Alien Device Discovered - An Alien device is discovered on planet 80 Uma IV. While attempting to study it, a student on the dig activates the device.

What does it do? Never mind. It is terra-former.

Really could use your email address!

I will get at it again tomorrow.

mlmbd
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  #23  
Old January 21st, 2003, 02:56 AM

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Default Re: Wanted: Alpha testers for the AoW mod.

Tesco: ??? Could you elaborate? Are you saying that no one is testing it?

I like the sig, by the way. Cute.

[ January 20, 2003, 12:57: Message edited by: dumbluck ]
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  #24  
Old January 21st, 2003, 05:09 AM

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Default Re: Wanted: Alpha testers for the AoW mod.

no sure... set up a game on pbw and a group of us can play test it... that way you can alter it ingame as we figure stuff out...
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Hey GUTB where did you go...???

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  #25  
Old January 21st, 2003, 12:16 PM

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Default Re: Wanted: Alpha testers for the AoW mod.

mumbles: Oh, did I forget to mention that the Image mod is required?

Maybe I'm not understanding you correctly. Are you saying that you researched ship construction all the way to level 3 and never got any results from it? And what are the large numbers; are they the research cost?

Currently, Base Construction is an empty tech. I left it there because I have something in mind for it, I just haven't gotten it done yet.

Oh, and one more thing. Thanx.

Tesco: I honestly don't have time to play in another PBW game. And there is the fact my modding time is pretty scattered... (A night this week, then none the next week, then a couple nights the next week, etc etc etc.)
edit: Actually, the more I think about this, the more I like the idea.

[ January 21, 2003, 10:49: Message edited by: dumbluck ]
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  #26  
Old January 21st, 2003, 05:08 PM
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Default Re: Wanted: Alpha testers for the AoW mod.

Quote:
But I'm actually toying with a radical departure from the standard SYs model. It involves moving most major Ship Construction abilities to orbital bases. I'm not sure if I really want to depart that far from the default game with this mod, though. Thus, I'm still just toying with it...
Remember not to make the SY facility rates too low, or planets with SYs will build more slowly than planets without them (I knows this from experience, I does).
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  #27  
Old January 21st, 2003, 06:46 PM
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Default Re: Wanted: Alpha testers for the AoW mod.

DL, I have the Image mod installed. I am supposing this is in response to the 'no image' for the EVA hatch. Yes?

Quote:
Are you saying that you researched ship construction all the way to level 3 and never got any results from it?
I got results to Level 3, then no results.

Quote:
And what are the large numbers; are they the research cost?
Research costs, Yes!

Quote:
Currently, Base Construction is an empty tech. I left it there because I have something in mind for it, I just haven't gotten it done yet.
OK, then I will stop reporting it as a 'Bug'!

Tesco has a good idea. Since it would be 'testing' you wouldn't need passwords. Could chat Online about all the results, etc.! Lots of diversity.

Test 0003, later today!

mlmbd
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  #28  
Old January 22nd, 2003, 01:19 AM

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Default Re: Wanted: Alpha testers for the AoW mod.

no you create a game on pbw get the current mod as it is up there..

Set the game up so we can test it out as a normal game would go. Say 3 planet start with low tech level and low tech cost... ( make sure that all the advanced research traits are used by players... as it is a friendly game anyways and combat will only be to test out weapons.. ) Set it to Last player upload..

Everyone uses the game forum to dicuss what they like or do not like about the mod.

When there is a change to the data files you update the ones on the PBW site and get the admins to change the mod and run that turn manually.

Have about 6 players or so test out the mod...

That way the opinions are varried enough... And debates can occur...

ANd you will get lots of feedback...

Also testing this way will allow for your busy schedule as we can really pay attention to it...
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Hey GUTB where did you go...???

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  #29  
Old January 22nd, 2003, 01:21 AM

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Default Re: Wanted: Alpha testers for the AoW mod.

Cause the mod will live or die on how it works on multi player game...
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Hey GUTB where did you go...???

He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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  #30  
Old January 25th, 2003, 05:57 PM
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Default Re: Wanted: Alpha testers for the AoW mod.

DL: AoW v0.81.

Game Date: 2413.5

Ship Construction Lv-6 | Cost-70000, No results. For Ship Construction 7, Turbo Lift.

Ship Construction Lv-8 | Cost 90000, no results.

Ship Construction Lv-9 | Recreation Room Crew Quarters looks like the same bmp as the Engineering Crew Quarters.

Planetary Engineering Lv-2 | Cost 100000, No results.

tesco, I don't think it quite as dramatic as all that. I do agree that testing by PBW is a really good idea. But, live or die! I think not!

mlmbd
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