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				August 27th, 2001, 05:30 AM
			
			
			
		  
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				TechMod Test game
	
			 
             
			
		
		
		
		You MUST have TechMod Version Beta 2 to run this game;  http://www.shrapnelgames.com/ubb/For...ML/000018.html  is the site. Scroll down until you see it.
 
Details: the TechMod rearranges the SE4 tech tree and adds some new surprises. Amoung other changes, you now have things like Anti-Fighter Beams (PD Wave Motion guns.. OW), Energy Armor (shield generating armor), Decoy missiles, fighter anti-ship missles, rockets, and more. Also, certain racial traits cost less, and I've changed the costs of things to better balance the game. High Energy Discharge weapons, for example, are no longer in the Propulsion tech tree.
 
If you're interested in helping me test this out, join the game I'm making on PBW.
  http://seiv.pbw.cc/index.jsp?menu=ga...%3fgame=a33n0i 
 It seems relatively bug-free, but this IS a beta. There may be problems, and more than likely there will be balance issues. That's what this game is for- to find them. I haven't even STARTED on intel yet, so it's disabled (with the bug, why bother?)
 
Because of the nature of the game, I'll be running the turns manually on my machine.
 
Phoenix-D  
		
	
		
		
		
		
		
		
			
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				August 31st, 2001, 01:42 AM
			
			
			
		  
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				Re: TechMod Test game
			 
             
			
		
		
		
		Two players out of 5 so far. 
 
I really hope I don't get this kind of response for the AIs, or this mod is SOL. 
 
Phoenix-D 
		
	
		
		
		
		
		
		
			
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				Phoenix-D
 
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				August 31st, 2001, 08:49 PM
			
			
			
		  
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				Corporal 
				
				
				
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				Re: TechMod Test game
			 
             
			
		
		
		
		So far I like what I have seen in your mod Phoenix-D. I am working on a mod of my own and you have used many similar approaches to things. I think the reason people are not jumping to play test it, is that they are already overextended in current PBW games. I am in three and my brain would fry if I added another. If one ends and you are still looking for playtesters (for whichever current Version of your mod) I will let you know.     
		
	
		
		
		
		
		
		
			
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				I apologize. I'm ... sorry. I'm sorry we had to defend ourselves 
against an unwarranted attack. I'm sorry that your crew was stupid 
enough to fire on a station full of a quarter of a million civilians, 
including your own people. And I'm sorry that I waited as long as I 
did before I blew them straight to hell. ... As with everything else, 
it's the thought that counts. -- Captain John Sheridan, Babylon 5
			 
		
		
		
		
		
		
	
		
		
	
	
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				August 31st, 2001, 09:28 PM
			
			
			
		  
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				Re: TechMod Test game
			 
             
			
		
		
		
		At this rate, I'll be at beta 10 before it fills up :P 
 
In any case, it'll stay up until it's filled. Just keep checkin in. 
 
Phoenix-D 
		
	
		
		
		
		
		
		
			
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				September 2nd, 2001, 06:41 AM
			
			
			
		  
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				Re: TechMod Test game
			 
             
			
		
		
		
		OK, the game will use whatever Version is current as of the time it starts. Right now, that's Beta 3. 
 
Phoenix-D 
		
	
		
		
		
		
		
		
			
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				Phoenix-D
 
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				September 2nd, 2001, 12:21 PM
			
			
			
		  
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				Re: TechMod Test game
			 
             
			
		
		
		
		Phoenix-D, 
we could start the test with just the two of us. Throw in some (stupid) AI and make it a small map. So you get some testing of the mod under field condition and also improve the AI while playing. Since it is just two players we could make turns pretty fast. Open another game for others to join with the current settings of the test game. 
Just an idea. 
 
Rollo  
 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				September 2nd, 2001, 12:32 PM
			
			
			
		  
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				Re: TechMod Test game
			 
             
			
		
		
		
		Oops, I just saw that we are three now. So either scratch my idea completely or kick off the "fast test" with three players (plus AI to bully around    ) on a small map.
 
Rollo  
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				September 2nd, 2001, 07:36 PM
			
			
			
		  
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				Re: TechMod Test game
			 
             
			
		
		
		
		Rollo- I'll start another "fast test" game, 2 player max with the AIs, and leave the existing one as the long test game. Sound good? 
EDIT: It's up. Remember that this is my first time doing any AI stuff, so they're probably pretty stupid    
Phoenix-D
 
[This message has been edited by Phoenix-D (edited 02 September 2001).]  
		
	
		
		
		
		
		
		
			
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				Phoenix-D
 
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation. 
- Digger
			 
		
		
		
		
		
		
	
		
		
	
	
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				September 2nd, 2001, 08:30 PM
			
			
			
		  
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				Re: TechMod Test game
			 
             
			
		
		
		
		Okay, sounds good. I have applied. Do I have to upload a 2k or 3k empire? I suggest to make the tech cost low, so we can try out the new stuff faster, but up to you. 
Don't worry about the AI being stupid. If I notice something about it, I'll let you know. If you don't mind, I can help you a little with converting the AI for the mod. I am not very experienced in AI modding, but my first AI is mostly finished and I like to experiment. Maybe I can also make a new race for the techmod. 
 
Rollo 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				September 2nd, 2001, 08:38 PM
			
			
			
		  
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				Re: TechMod Test game
			 
             
			
		
		
		
		2k empire, tech cost low, aye    
Thanks for the offer, I'll need it. The hard part is the ship sizes, I think- some of the races now get to capital ships right away, and they might get stuck on the 100kt Escorts for a bit.
 
Phoenix-D  
		
	
		
		
		
		
		
		
			
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				Phoenix-D
 
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- Digger
			 
		
		
		
		
		
		
	
		
		
	
	
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