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				March 8th, 2003, 10:49 PM
			
			
			
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 Corporal |  | 
					Join Date: May 2001 
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				 Re: Deathstalker\'s Final Mount Mod (Gold 1.4)-Errors Corrected ! (again) 
 
	[kermit]Yaaaay![/kermit]Quote: 
	
		| Originally posted by Deathstalker: Re-uploaded mod again.  Engine errors have been corrected (as have fighter warhead mounts, ty).  SRM2 mount has been fixed (extra words removed), and a new Torpedo Mount has been added (Extended Range) {might tweak later}.
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	Robo-miner mounts are: yummy.  Using them now in a massive FQM/TDM game with 255 systems, 19 AI, dense paradise, mid tech, high tech cost, one planet, only colonize own planet type, no ruins.  My starting position was terrible, but I managed to survive by using robo-miner sats in the obscenely rich asteroid fields found in many of my systems.Quote: 
	
		| Hope everyone finds this modd useful, I especially would like peoples opinions of the Robo-Miner mounts, Shield mounts and Missile mounts.  Are they worthwhile?, do you use them?.  What do you like/hate about this mod? |  Shield mounts are very, very nice, though the AI doesn't ever seem to use them, which is unfortunate, and gives a huge advantage to the human player.  Same with armor mounts.
 Missile mounts seem fun, but I've yet to get the required tech to use them very much.  Once I do, I'll be sure to let you know.
 
 The only mount which I don't like so much is the Gauss Rifle mount.  DUCs get hosed in SEIV from the get-go, IMO.  Something which is supposed to vastly increase the velocity of the projectile (giving it a longer range) should also increase the damage, not decrease it.  Maybe if you could increase damage, say, 20% and/or make it skip armor (armor piercing).
 
 
 
	You're welcome.Quote: 
	
		| Thank you for your continued responses. |  
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