View Full Version : Any Unique tech mod out there?
thorfrog
November 12th, 2004, 12:31 PM
I'm looking for unique tech mods that can only be found in ruins. Any recommendations?
Aiken
November 12th, 2004, 01:17 PM
Dark Nova 4 mod and Junkyard Wars mod. They're not entirely based on ruin techs but utilize them extensively (compared to vanilla game).
Ed Kolis
November 12th, 2004, 02:23 PM
LOL!
http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=308603&page=2&view=collap sed&sb=5&o=&fpart=1
Inspired by the Dark Nova 4 mod, I was thinking of making a mod which converts virtually ALL the techs in the game to unique techs, not just the racial ones! If you're interested I could always get started on it... shouldn't be too hard, just rather tedious... http://forum.shrapnelgames.com/images/smilies/tongue.gif
BTW, I don't think Junkyard Wars uses unique techs for all its ruins; I think it just uses regular ruins for most of them...
Fyron
November 12th, 2004, 02:52 PM
I have attached an old, pre-gold mod which adds a lot of unique techs, made by someone named Marty. Fairly easy to convert it to Gold...
bearclaw
November 12th, 2004, 05:00 PM
OOOooo. More goodies to add to Dark Nova mods!!!
ty
thorfrog
November 12th, 2004, 05:40 PM
What would I need to do to update it?
Fyron
November 12th, 2004, 06:43 PM
The easiest way would be to modify the data in the files that just contain the new info, then paste that into your mod. This will preserve the few data file changes that were in various Gold patches (such as Mineral Scanners having a 15/30/45 progression instead of 10/20/30). I think all you have to do is replace the target type and vehicle type entries for all components with the new Gold entries that include drones. Load up SE4 and it will tell you where the problems are.
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