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August 20th, 2001, 05:08 AM
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National Security Advisor
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PBW Mod support implemented.
Due to the bug with the Version 1.41 command line mod support, our ability to support mods for PBW games has been delayed. Because of the bug, our only option to support mods is with a separate install for each mod. At 130 MB per install this is a big drain on server resources.
We have worked out a way to reduce this file size though and can now support the the following mods:
TDM Modpack Ver 1.72
Devnull Mod Ver 1.3
Dracus Event Mod Ver 1.3
Admiral's System Mod Ver 1.0
Puke's Junkyard Mod Ver 1.0
Counter Intell Bug Mod Ver 1.0
All of these are available for download in the PBW file library and can be selected when adding new games to PBW. Please let us know if yuo experience any problems running games using any of these.
Mods will be updated when we become aware of new Versions, and new mods will be considered for support, based on demand. We will still have to limit it somewhat until the command line bug is corrected.
PBW Admin Team
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August 20th, 2001, 03:48 PM
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Re: PBW Mod support implemented.
By the way, the Counter Intell Bug Mod Ver 1.0 that is listed is a new mod that I threw together just to deal with the CI bug. All it does is change the Intel facilities to produce research points instead of intel points (Not my idea, but I thought it was a good one).
This will let you set up games on PBW allowing intel. As long as the game runs with the mod files you won't have the intel problem, because no one will have any intel points to spend. But it allows people to research and build intel facilities looking towards the future when the bug is fixed, without being a total waste of a facility spot on a planet. Once the bug is fixed we can switch the games back to standard files and the intel facilities will start producing intel points.
Geoschmo
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August 20th, 2001, 05:05 PM
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Shrapnel Fanatic
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Re: PBW Mod support implemented.
Would P&N v2.3 be worthy of a presence on your server? I should have it ready by the end of the week...
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August 20th, 2001, 05:15 PM
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First Lieutenant
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Re: PBW Mod support implemented.
I second S_J's vote. P&N PBW game would be great!
------------------
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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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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August 20th, 2001, 05:28 PM
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National Security Advisor
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Re: PBW Mod support implemented.
SJ,
I'd love to put P&N on PBW.
I think I asked about it before and the response I got from some people was that they love the mod, but that a lot of the capture techs and stratsegies don't perform well in strategic combat though.
But I can put it on there when available and let the players work that out. Maybe after playing around with it some alternate stategies can be worked out.
Geoschmo
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August 20th, 2001, 05:42 PM
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Second Lieutenant
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Re: PBW Mod support implemented.
I wonder why you have got TDM Modpack 1.72? I thought the latest is 1.75...
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A propeller is just a big fan in front of the plane designed to keep the pilot cool. Want prove? Stop the prop and watch the pilot break out in a heavy sweat!
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August 20th, 2001, 05:52 PM
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Re: PBW Mod support implemented.
I simply wasn't aware of the new Version. I'll get it updated when I get a chance.
Geo
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August 20th, 2001, 06:04 PM
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Shrapnel Fanatic
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Re: PBW Mod support implemented.
quote: think I asked about it before and the response I got from some people was that they love the mod, but that a lot of the capture techs and stratsegies don't perform well in strategic combat though.
That does put a lot more pressure on the non-normals, but I suspect that the Pirates will tend to turn into privateers, and the Nomads can sell their 1% maintenance ships for tech.
What would you give for an (almost) maintenance-free BattleMoon?
With the resourcefulness of humans, they should turn out OK.
------------------
The latest info on Pirates & Nomads (forum thread).
-< Download V2.2b>- (Now with EZ-Install, just extract to your SE4 folder)
-< Download P&N Classic>- (The final release of P&N v1.x, with EZ-Install, just extract to your SE4 folder)
-< Download compatible EMPs for P&N v1.2 through v1.7>-
-< Download SJs latest AI Patcher>-
Visit My Homepage
Other Links:
-< Play By Web>-
-< Schlock Mercenary>- (great space-based webcartoon) -< First Strip>-
-< 8-bit Theater>- (fun comic with the pixellated FF1 characters)
<SE4Code>
MpN R*-A RM(L) RP+ TCP- Fq++ FR!++ P? A+/- Sf+ Nd-
</SE4Code>
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August 20th, 2001, 06:51 PM
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National Security Advisor
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Re: PBW Mod support implemented.
quote: Originally posted by suicide_junkie:That does put a lot more pressure on the non-normals, but I suspect that the Pirates will tend to turn into privateers, and the Nomads can sell their 1% maintenance ships for tech.
What would you give for an (almost) maintenance-free BattleMoon?
Forgive the ignorance here. This has nothing to do with putting it on PBW, I am just curious. I may not have the most up to date P&N mod, and I am not totally up to speed on the pirates life thread. Is the reduced maint for the nomad battlemoon a function of a component or the hull? IIRC, if it is not one of those two it won't carry over to the new race.
Also, the players will have some colonies? Or have you found a way around having to have a planet to retain contact so you can make trades? (That's hard coded so I doubt it.)
Geoschmo
[This message has been edited by geoschmo (edited 20 August 2001).]
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August 20th, 2001, 07:31 PM
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Shrapnel Fanatic
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Re: PBW Mod support implemented.
quote: Also, the players will have some colonies? Or have you found a way around having to have a planet to retain contact so you can make trades?
"Privateer" Pirates could take precautions, such as holding a colony in the homesystem of their employer(s), thus guaranteeing contact and the continued flow of funds.
Nomads start with the hardcoded homeworld, but once they build some ships & spaceyards, they have no need for it other than communications.
In order to ensure a supply of racial-tech endowed ships from the nomads, the other players will all have a stake in protecting that planet. I'm sure that even if the planet was lost, that players would offer undefended planets or colonizers to the nomads (to be easily captured by otherwise unarmed ships), in the hopes of securing exclusive ship contracts.
quote: Is the reduced maint for the nomad battlemoon a function of a component or the hull? IIRC, if it is not one of those two it won't carry over to the new race.
The reduced maintenance will be in the form of a component, since P&N has used up about 70% of the available vehiclesize.txt slots. I will have to make sure that the component ability works, and if not, I'll have to rearrange some of the other racial traits to make room for a copy of all the ship hulls.
I will also test to see if destroying the component will deprive the ship of the maintenance benefit.
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