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  #21  
Old April 11th, 2005, 03:41 PM
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Default TDM AIs and Warp Points

TDM AIs put mines or sats on their warp points; I don't recall seeing both on one point, though. Sometimes they'll re-mine a warp point after I've broken through it; I've swept some warp points two and three times.
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  #22  
Old April 11th, 2005, 04:03 PM

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Default Re: Massive Mod under construction

Quote:
Suicide Junkie said:
The hardest part of a megamod will be finding balance.
Good luck, and be sure to not fall into the trap of "oooh shiney ubertech!"
Exactly my thoughts. Also, it is very likely the AI's won't work without Major editing.
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  #23  
Old April 11th, 2005, 04:07 PM

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Default Re: Massive Mod under construction

And another thought: Why make a major SEIV mod when SEV is just around the corner? You will get this thing all tweaked out and working just right about the time is is unexecutable when the new game rolls out.
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  #24  
Old April 11th, 2005, 05:24 PM
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Default Re: Massive Mod under construction

It should be a fairly simple process to upgrade a mod from SE4 to SE5. Getting the foundation for a mod worked out now can be good, as all you need to do for SE5 is convert it to the new formats. Make sure to save all of the formulas you use for calculating values for levels of components, since MM said in the chats that there would be formulas in the data files in SE5.
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  #25  
Old April 12th, 2005, 03:39 PM

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Default Re: Massive Mod under construction

Cross-compatable mods?
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  #26  
Old April 13th, 2005, 08:55 AM
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Default Re: Massive Mod under construction

hi everyone!
thank you foryour answers, and sorry for being waited.
I have already a prewiev version that I'll soon post here.

I simulated the different ways to get science results with similar comps series, such as three scales of emissive armors. Now it is possible to loose is orientation to items, as in reality.
I also tried to create "lateral effects" which are prototypes, working like ruins items but with a lower efficience. As an exemple, a "X Boarder" giving 1 point of boarding offense for 25kT and 500 of each resources.

I changed the stellar construction system, making more classes of comps required, and thoose are only bringable 1kT by 1, on sats (and on mines maybe).

I don't know what tool to use to mod quickly the AI research files.
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  #27  
Old April 13th, 2005, 09:02 AM
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Default Re: Massive Mod under construction

Interesting idea with the constructed world plating/cables placable on satellites.
You will probably need to double or triple the requirements in order to compensate for the fact that will be much easier to deploy.
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  #28  
Old April 13th, 2005, 12:24 PM
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Default Re: Massive Mod under construction

In fact, I added water generator and ground viabilisation systems, computering devices, and such other things to the different worlds.
These can be three sizes of ringworlds, three of sphereworlds and a UAW (stands for universal atmosphere world) which has the same capacity when domed or not!
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  #29  
Old April 13th, 2005, 12:27 PM

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Default Re: Massive Mod under construction

UAW doesn't sound very workable...

But who cares, sounds fun
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  #30  
Old April 13th, 2005, 05:30 PM
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Default Re: Massive Mod under construction

The UAW would be easy to mod and sounds like something to add to a "newbie mod."
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