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  #1  
Old August 27th, 2001, 05:30 AM

Phoenix-D Phoenix-D is offline
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Default TechMod Test game

You MUST have TechMod Version Beta 2 to run this game; http://www.shrapnelgames.com/ubb/For...ML/000018.html is the site. Scroll down until you see it.

Details: the TechMod rearranges the SE4 tech tree and adds some new surprises. Amoung other changes, you now have things like Anti-Fighter Beams (PD Wave Motion guns.. OW), Energy Armor (shield generating armor), Decoy missiles, fighter anti-ship missles, rockets, and more. Also, certain racial traits cost less, and I've changed the costs of things to better balance the game. High Energy Discharge weapons, for example, are no longer in the Propulsion tech tree.

If you're interested in helping me test this out, join the game I'm making on PBW.
http://seiv.pbw.cc/index.jsp?menu=ga...%3fgame=a33n0i

It seems relatively bug-free, but this IS a beta. There may be problems, and more than likely there will be balance issues. That's what this game is for- to find them. I haven't even STARTED on intel yet, so it's disabled (with the bug, why bother?)

Because of the nature of the game, I'll be running the turns manually on my machine.

Phoenix-D
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  #2  
Old August 31st, 2001, 01:42 AM

Phoenix-D Phoenix-D is offline
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Default Re: TechMod Test game

Two players out of 5 so far.

I really hope I don't get this kind of response for the AIs, or this mod is SOL.

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  #3  
Old August 31st, 2001, 08:49 PM

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Default Re: TechMod Test game

So far I like what I have seen in your mod Phoenix-D. I am working on a mod of my own and you have used many similar approaches to things. I think the reason people are not jumping to play test it, is that they are already overextended in current PBW games. I am in three and my brain would fry if I added another. If one ends and you are still looking for playtesters (for whichever current Version of your mod) I will let you know.
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Old August 31st, 2001, 09:28 PM

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Default Re: TechMod Test game

At this rate, I'll be at beta 10 before it fills up :P

In any case, it'll stay up until it's filled. Just keep checkin in.

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Old September 2nd, 2001, 06:41 AM

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Default Re: TechMod Test game

OK, the game will use whatever Version is current as of the time it starts. Right now, that's Beta 3.

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Old September 2nd, 2001, 12:21 PM
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Default Re: TechMod Test game

Phoenix-D,
we could start the test with just the two of us. Throw in some (stupid) AI and make it a small map. So you get some testing of the mod under field condition and also improve the AI while playing. Since it is just two players we could make turns pretty fast. Open another game for others to join with the current settings of the test game.
Just an idea.

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Old September 2nd, 2001, 12:32 PM
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Default Re: TechMod Test game

Oops, I just saw that we are three now. So either scratch my idea completely or kick off the "fast test" with three players (plus AI to bully around ) on a small map.

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Old September 2nd, 2001, 07:36 PM

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Default Re: TechMod Test game

Rollo- I'll start another "fast test" game, 2 player max with the AIs, and leave the existing one as the long test game. Sound good?

EDIT: It's up. Remember that this is my first time doing any AI stuff, so they're probably pretty stupid

Phoenix-D

[This message has been edited by Phoenix-D (edited 02 September 2001).]
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Old September 2nd, 2001, 08:30 PM
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Default Re: TechMod Test game

Okay, sounds good. I have applied. Do I have to upload a 2k or 3k empire? I suggest to make the tech cost low, so we can try out the new stuff faster, but up to you.
Don't worry about the AI being stupid. If I notice something about it, I'll let you know. If you don't mind, I can help you a little with converting the AI for the mod. I am not very experienced in AI modding, but my first AI is mostly finished and I like to experiment. Maybe I can also make a new race for the techmod.

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Old September 2nd, 2001, 08:38 PM

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Default Re: TechMod Test game

2k empire, tech cost low, aye

Thanks for the offer, I'll need it. The hard part is the ship sizes, I think- some of the races now get to capital ships right away, and they might get stuck on the 100kt Escorts for a bit.

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