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View Full Version : Which mods?? They keep changing???


javaslinger
April 28th, 2001, 09:34 AM
I know this has been asked a ton, even more that once by me personally, but the mods keep changing and upgrading and new ones come out and old ones die and some overlap and others dont' and there are only 7000 things that people are moddding!!!!! It's too much for my poor pathetic mind....

So once again... As of this date, with the 1.35 patch installed, opinions please....

I am assuming the mod patch definately and the sound mod.

What about tech mods? Research mods? Event mods? System mods?

Everyone please give me their opinion one the best combo of mods to get the most challenging and 'realistic' game possible...

Thanks,

Ken

Atrocities
April 28th, 2001, 12:23 PM
Always look for the lates Version Number.

IE v1.00 is older compared to v1.05. I hope this helps you. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

Dracus
April 28th, 2001, 02:12 PM
My event mod and Eyecandy mod all work with the other mods and 1.35.

Suicide Junkie
April 28th, 2001, 06:53 PM
If you are looking for a challenge but just love using tactical combat, try playing as a Pirate (http://www.shrapnelgames.com/ubb/Forum23/HTML/002457.html) under P&N V1.5 (http://www.shrapnelgames.com/ubb/Forum23/HTML/001696.html)

It's not exactly the most compatible mod around, you need to "add existing", and edit all races you play against.
Essentially any AI you play against has to have the totally new racial trait of "Normal" otherwise they can't expand at all. Once the setup is complete, your game is perfectly normal, but really hard when you choose only "Pirate".

Taking more than one of Pirates/Nomads/Normals, will make your game really easy.

[This message has been edited by suicide_junkie (edited 28 April 2001).]

javaslinger
April 30th, 2001, 12:25 AM
Ok, I've had the event mod, eye candy mod, and mod pack suggested... What about the research mods? tech mods?

Thanks,

Ken

Marty Ward
April 30th, 2001, 01:19 AM
D-Man mod, by Denullivicus (?) contains a lot of neat stuff. He is working to change the AI to use the stuff.
The only problem with the mods is that if the AI isn't changed to take advantage of them you don't get to experiance them as well.
If you play against humans then try every one, I have yet to see a bad one. If you play solo I would stick with the ones that don't make a whole lot of changes, such as adding new components or techs, as you will use them but the AI won't (basically the ones you have listed).
The Pirate mod is cool if you want to play from a different point of view. Even though new techs and components are added they are only for the Pirate to use and actually are worse than the standard items in most ways.

[This message has been edited by Marty Ward (edited 30 April 2001).]

Suicide Junkie
April 30th, 2001, 03:04 AM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>The Pirate mod is cool if you want to play from a different point of view. Even though new techs and components are added they are only for the Pirate to use and actually are worse than the standard items in most ways.<HR></BLOCKQUOTE>

It's not the fact that the techs are les useful, its the fact that you have to come up with innovative ways to make them useful.
Some are downright amazing technologies.
-A 100kT shipyard! you can cram it into an escort for instant building away from home, while the normals need Cruiser tech before they can do the same. It may not be fast, but you can build a small construction base with it, and let the base build the serious stuff.
-Swashbucklers! Boarding parties from turn one! Even a single crew quarters can fend them off, but you can use them en masse.