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  #1  
Old April 24th, 2001, 02:07 PM
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Default Re: Tampa, read this

OK - will do.
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  #2  
Old April 25th, 2001, 01:49 AM
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Default Tampa, read this

It seems that I have problems with my ISP and the mail I send is not getting through (I am receiving mail, though).
Also, my ISP has been under Ddos attack for past 3 days and that may be the cause of the problem.

I hope that they will fix it soon, and if you do receive my Messages please tell me so I know that it is working again.

You can use my 1.70 file Versions since they don't cause any errors and the only updates I have done are for strategies.txt file (really minor changes).
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  #3  
Old April 25th, 2001, 06:40 AM
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Default Re: Tampa, read this

Daynarr(?) Is it possable to run both your mod pac and Tampas at the same time?

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[This message has been edited by mottlee (edited 25 April 2001).]
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  #4  
Old April 25th, 2001, 10:48 AM
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Default Re: Tampa, read this

There is only one ModPack, mottle.
We all work on it together (the list of authors included is in the read.me file that comes with ModPack) and one of us Posts it here once it is finished.
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  #5  
Old April 25th, 2001, 05:36 PM
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Default Re: Tampa, read this

When I got up this morning, I was planning to see if I could adjust my mod to fit into the modpack, and then I saw the Devnull mod thread.

Somebody beat me to it

Still, There's some nifty things in my mod that he couldn't include.

I was wondering if you guys would be interested in incorporating some of my stuff into the pack.

With the AI guys around here, and the bugs fixed, I pretty sure you guys could even make a Nomadic AI.
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  #6  
Old April 25th, 2001, 06:00 PM
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Default Re: Tampa, read this

SJ-

With regard to incorporating any modified techs/components, we would like to see a lot of things added to SE4 from your mod, Devnull's and others down the line by MM if they have the time and the inclination to make the AI use it to good effect.

We do not add those things to the TDM-ModPack b/c our primary focus is to provide more competitive AI opponents to SE4 community as a whole. Repeatedly, for the past 6 months since SE4 released we have all had the desire to add this tweak or that tweak to add new components or research, etc. and have actually chosen not to incorporate several mods that we felt did not muster up to the AI level that we sought. In fact, we each have our own personal "mods" to suit or own tastes - but we are always careful about how the AI is effected.

Please do not take this personally, it is just a dogma we are standing by for the time being and which we feel the mod community appreciates (at least for now).


Later
-Tampa_Gamer
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  #7  
Old April 25th, 2001, 06:06 PM
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Default Re: Tampa, read this

Gotcha. An AI-boosting mod is an AI-only mod
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  #8  
Old April 25th, 2001, 10:42 PM

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Default Re: Tampa, read this

But SJ, there's nthing to stop you and Devnull from combining your mods and making them "compatiable" (READ: won't mess anything up), with the TDM... it won't be an official part of the TDM, but you could add it on top of it.
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  #9  
Old April 25th, 2001, 11:08 PM
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Default Re: Tampa, read this

Trachmyr- Exactly
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  #10  
Old April 25th, 2001, 11:12 PM
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Default Re: Tampa, read this

Well, the critical part of my mod is the Pirates & Nomads racial traits & that will definitely conflict. All the AIs need to be redone for my mod to include the "Normal" racial trait, otherwise they turn into One-world neutrals.
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