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  #21  
Old November 29th, 2000, 02:28 AM
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Default Re: Mod/Extension Posted

Baron:

Thanks for the info! This is exactly why I posted the Mod as Version 1.0 - to get this kind of feedback. Could you possibly post a short list of abilities that do no cross-over between facilities/components based on your tinkering and what other beta testers have posted in your forum? The way the documentation reads now, this is never explained, so it could save a lot of time for everyone. I did some preliminary testing on the "Combat Hit Dec" ability and the Resource Point Generation, but obviously I was not thorough enough. I apologize to anyone who wasted the time installing those specific mods, but this is all new to me and we are all learning the "undocumented features" at the same time!

Anyway, can any of you explain exactly what the .emp files do and how you can make them (or read them for that matter). I saw some posted on the Hyperion website and am curious how they effect the game.

P.S. - I would like to see how others are modifying their files, please post your mods and take a few minutes to explain how you did it (similar to the readme.txt in my mod). This not only helps others understand what you did (so they can offer pinpoint feedback like Baron) but it also serves as an educational tool for the rest of us.

[This message has been edited by Tampa_Gamer (edited 28 November 2000).]
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  #22  
Old February 7th, 2001, 06:38 PM

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Default Re: Mod/Extension Posted

Was doin a little search on the board and ran across this thread. It was before my introduction to the game so I have never seen it.

My question is to Tampa mainly (& any other modders that replied in this topic) but what is the relationship b/t this old mod and the Mod Pack 1.01? I understand some of the ideas proved non workable but some of em sound rather interesting (like 4, 9 & 13).

Another question to any who read this.

Who designed the PD mount mods for the Weapon Platforms and Base mounts increasing the range of PDs based on platform size?

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[This message has been edited by WhiteHojo (edited 07 February 2001).]

[This message has been edited by WhiteHojo (edited 07 February 2001).]
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  #23  
Old February 7th, 2001, 07:04 PM
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Default Re: Mod/Extension Posted

Whitehojo-

I am suprised you found this. This was in the "early" days when nobody knew which abilities could be used by components/facilities. Anyway, I still use some of these in my "personal" mod, but NONE of these mods are included in the AI Mod pack b/c we all agreed that we should not modify research/components/facilities since it would be a pain for people to have to incorporate the modified data sets into their existing personal mods. We also felt that with all the changes in the patches and new discoveries about AI behavior and file interaction, that our time would be best served providing a number of difficult races and improving AI.

[This message has been edited by Tampa_Gamer (edited 07 February 2001).]

[This message has been edited by Tampa_Gamer (edited 07 February 2001).]
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  #24  
Old February 7th, 2001, 07:06 PM

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Default Re: Mod/Extension Posted

thanks for the info - doin a search on this board is kind like goin to a rumage sale - you never know what you'll find.

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  #25  
Old February 7th, 2001, 08:10 PM
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Default Re: Mod/Extension Posted

quote:
Originally posted by WhiteHojo:
Another question to any who read this.

Who designed the PD mount mods for the Weapon Platforms and Base mounts increasing the range of PDs based on platform size?



I did that one.
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  #26  
Old February 7th, 2001, 11:03 PM

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Default Re: Mod/Extension Posted

Daynar - thanks for the reply - use em & love em... I assume that they are still posted somewhere in the mod section?

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  #27  
Old February 8th, 2001, 09:20 AM
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Default Re: Mod/Extension Posted

Thanks WhiteHojo, I appreciate it.
Yes, the mod should still be in the mod section
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