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  #11  
Old February 23rd, 2001, 09:57 PM

Tenryu Tenryu is offline
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Default Re: DaveMan MOD Version 1.0

quote:
Originally posted by Derek:
Anyways, I should be working on an updated Version of my mod, compatible with v1.27b, this weekend. I'll post here when it is released.
Derek



Cool, Derek, looking forward to it.
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  #12  
Old February 23rd, 2001, 10:21 PM

tictoc tictoc is offline
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Default Re: DaveMan MOD Version 1.0

Many thanks derek.

tic
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  #13  
Old February 24th, 2001, 02:18 AM

DaveMan DaveMan is offline
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Default Re: DaveMan MOD Version 1.0

I've thought of that Kimball, and I think I should make 5000 racial points.

I think I'll change it in the next Version with the new AI construction files.

I have a question, have any of you played a whole game with Version 1.27 and the MOD? And how did the AI react to you? Because I've only took the time to make the MOD work with 1.27 and played a short full tech game, didn't get time to find the AI in a 250 system quadrant though.

And Raynor, I have played my MOD many time (Man it's fun kicking the AI's a..),
and all the components and facilities work well, exept the "OMEGA Reactor", that doesn't really work the way I wanted it to.

[This message has been edited by DaveMan (edited 23 February 2001).]
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