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April 26th, 2004, 07:15 AM
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Major General
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Join Date: Dec 2003
Location: Tasmania, Australia
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testing Devnull. solved.
Does anyone know how I could setup devnull to test tech. I imagine it would involve setting up a map. Usually when I test tech I set up a race with all the tech and then test the tech. In this case I want to experiment with a new technology in DevNull I have never seen before, but am not sure how to get the tech as I just discovered it in ruins. I checked out the map maker and it appears possible to add ruins to planets but I can't see how to choose the technology or even if I can choose DevNull technology.
[ April 26, 2004, 14:19: Message edited by: Randallw ]
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April 26th, 2004, 07:28 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: testing Devnull. solved.
Add the Ancient Ruins Unique ability (or whatever it is called) to a planet with the appropriate unique tech number (look for the number used by the ruins tech in the data files) used for Value 1.
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April 26th, 2004, 08:15 AM
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Major General
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Join Date: Dec 2003
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Re: testing Devnull. solved.
Thanks. It worked.
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April 26th, 2004, 08:59 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
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Re: testing Devnull. solved.
Ok I am going insane because non of that made any sense to me.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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April 26th, 2004, 10:01 AM
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Major General
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Join Date: Dec 2003
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Re: testing Devnull. solved.
I wanted ro create a map for DevNull Mod so I could find the ruins for a DevNull technology. Fyron explained the process for setting the ruin as devnull tech, and I used his advice.
Edit: Incidentally, this one attempt has shown me I do NOT want to create a map for a game using DevNull as strange things happen like storms turn to stars and warppoints turn to asteroids and the game freezes if you touch them.
[ April 26, 2004, 09:03: Message edited by: Randallw ]
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