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  #11  
Old May 3rd, 2010, 07:53 AM

Lord_Vader Lord_Vader is offline
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Default Re: Peculiar Planets Mod for Weird Worlds

Quote:
Originally Posted by chabex View Post
Hey My Lord, are you still there?
:-)
All is SO quiet...
Yes I am still here.

Okay, so my mod got delayed a little, but it's almost ready now. Over 10 races, many new events, items and quests...

Thanks for everyone's interest.
  #12  
Old May 4th, 2010, 02:50 PM

chabex chabex is offline
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Default Re: Peculiar Planets Mod for Weird Worlds

...transferring emergency power to Lord_Vader...
... humming mantras...
... Guru meditation...
...
:-D
  #13  
Old May 9th, 2010, 07:15 PM

Lord_Vader Lord_Vader is offline
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Default Re: Peculiar Planets Mod for Weird Worlds

That seemed to work, chabex.

Thanks for the enthusiasm... Coming soon!
The Following User Says Thank You to Lord_Vader For This Useful Post:
  #14  
Old May 26th, 2010, 08:29 PM

ExplorerBob ExplorerBob is offline
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Default Re: Peculiar Planets Mod for Weird Worlds

Still trying to perfect those last few items?

If you want, you can always do it like me, make a to-do list, release the existing mod (with the offending items reverted or removed), and then say that you'll probably make an update, sometime...and then get around to it six months later after you've forgotten how to make elaborate WW code.
  #15  
Old June 11th, 2010, 03:23 PM

ExplorerBob ExplorerBob is offline
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Default Re: Peculiar Planets Mod for Weird Worlds

Seriously, though, it might not be a bad idea to cut out a few of the more problematic things and release what you have now. Variations in Friendliness was a feature I really wanted to have in my mod, Odd Adventures, but I managed to mess it up to the point where I couldn't reproduce it, so instead of wasting a lot of time trying to figure it out, I just released the mod that I had and figured I'd try to redo it later. I know that you have a lot of great ideas, but it's not always convenient or possible to fit 'em all in at once -- you can start out with the stuff that is good, and figure out how to integrate the other stuff you want in a new release, later on.
  #16  
Old June 13th, 2010, 06:57 PM
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meKanicalj3sus meKanicalj3sus is offline
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Default

I guess a 10 race mod was a lil' ambitious for a first time go around huh?

Feel free to post 'work in progress' as ExplorerBob suggested, i'm sure the community here will help out

Use the 'Dark Force' Vader!

Last edited by meKanicalj3sus; June 13th, 2010 at 07:12 PM..
  #17  
Old July 10th, 2010, 07:30 PM

Lord_Vader Lord_Vader is offline
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Default Re: Peculiar Planets Mod for Weird Worlds

Well, there were no problems with the mod, just I have been CRAZY busy over the last few weeks so got no chance to do much of anything with it in that final touching up.

But I am pleased to announce that this mod is 99.9999% likely to come out next week, perhaps on Monday!

I'll post a new thread for it when Version 0.5 is done.
  #18  
Old July 13th, 2010, 10:34 PM

Lord_Vader Lord_Vader is offline
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Default Re: Peculiar Planets Mod for Weird Worlds

Alright, Peculiar Planets is coming out on Monday, July 19, 2010!

Sorry to all those I have kept waiting. I hope Version 0.5 is worth the wait.
  #19  
Old July 18th, 2010, 07:56 PM

Lord_Vader Lord_Vader is offline
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Default Re: Peculiar Planets Mod for Weird Worlds

Alright guys, coming right up!

Within 48 hours you'll be playing Peculiar Planets...

Then again it seems a little quiet around here.
  #20  
Old July 18th, 2010, 09:49 PM

The Box The Box is offline
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Default Re: Peculiar Planets Mod for Weird Worlds

I'll start the countdown clock.

I'm looking forward to having a new mod to play, so ten new races sounds pretty good... and hey, you've gotten further than any of my own mod-making projects ever did.
 

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