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				August 20th, 2002, 08:05 PM
			
			
			
		  
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				Junkyard Mod
	
			 
             
			
		
		
		
		Anyone can tell me where i find a copy of the Junkyard Mod that wrosk with SEIV Gold 1.67/1.78? 
 
Thanks 
		
	
		
		
		
		
		
		
			
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				August 20th, 2002, 10:23 PM
			
			
			
		  
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				Re: Junkyard Mod
			 
             
			
		
		
		
		there isnt one yet.  im going to work on one, but i wanted to incorporate the techmod (or other tech tree expanding mod) into it as well, since the research tree seems to fill up pretty quickly.  i guess i could just lower the yield on ruins, but i would rather introduce more variety through expanded tech trees. 
 
if you just want a plain vanilla Version of the mod to work with gold, the modinfo.txt or the readme.txt describes all the files i changed, and how.  some of those files can just be copied over into gold, and others (like the tech area file) can just have one or two lines changed. 
		
	
		
		
		
		
		
		
			
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				August 27th, 2002, 10:19 PM
			
			
			
		  
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				Re: Junkyard Mod
			 
             
			
		
		
		
		with thanks to Krsqk, we now have a Junkyard Mod for se4 gold v1.78, and you can find it here: 
http://seiv.pbw.cc/Download/filelib/...Mod2.0gold.zip
here is the dirt from the text file packaged with the mod:
  
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				Because I like improvisational engineering, mad-max style makeshift-destruction and because of the little something inside all guys that desires to root around a pile of industrial scrap and find some great treasure, (or maybe its just some irrational attraction to girls with English accents) I give you: 
 
*******Puke's JUNKYARD WARS Mod Version 2.0 for SEIV GOLD 1.78******* 
 
Made for the Space Empires IV Play-by-Web community at seiv.pbw.cc, and with special thanks to all the folks on the  Shrapnel Games Intel Forums at www.shrapnelgames.com this is the first Version of the mod.  Details below: 
 
- made for space empires 4 Version 1.41 on 2001.07.13 
 
- Tech levels edited to remove Applied Research from the list of starting techs, max level set to 0. 
 
- Applied Research no longer exists as a technology in the game (new since v2.0, older Versions allowed AR to be removed at game start). 
 
- Default AI construction types modified to remove research facilities from the Homeworld facility build lists 
 
- Planet ability lists edited to give a vastly increased likelihood for Ancient Ruins to be found, tech levels recovered from ruins has been increased.  
 
- Krsqk has created a superb extended tech tree for use with Version 2.0 of this mod, and it greatly extends the playability of Junkyard Wars games.  Krsqk is great, everyone thank him. 
 
The author of this mod disclaims responsibility for any damage it causes, such as your monitor exploding, house burning down, family life falling apart, job loss, loss of sleep, physical and or psychological trauma, the adoption of any pacifist tendencies or the wearing of tie-died clothing and/or crystal jewelry. If the user of this mod begins to believe him/herself to be the reincarnation of Humphrey Bogart, that is indeed the responsible of the creator of this mod, and is a direct result of subliminal Messages placed within this very text file.  Furthermore, I claim a 2.5% royalty on any profits you make from the recreation of any Bogart movies, as they are a direct result of the psychosis I have so carefully induced in you. 
 
USE THIS MOD FREELY AND UNRESERVEDLY, Change it if you want.  Don't bother to ask.  Don't bother to give me credit (But give Krsqk credit if you steal his cool expanded tech tree), I don't really care and I'd rather not have random people emailing me about it anyway.  HAVE FUN! 
 
Puke 
a.k.a. Luke Miller 
a.k.a. Spicy Stringbean 
a.k.a. 'ugly hearted little ****' 
 
2001.09.02: updated to Version 1.2 of the mod, changed the events file to style the events after the Junkyard theme.  Changed the Ruins chance to fix a problem where only the first two junkheap types were showing up.  Added support for Geoschmo's 'none' AI type.  Added modinfo.txt for Matryx's modchooser. 
2001.10.26: updated to Version 1.3, updated to use the new 1.49 data files 
2002.08.27: updated to Version 2.0 for se4 1.78 gold.  removed applied research from the tech tree and removed the trait from settings.txt. Incorporated Krsqk's expanded tech tree, which is really great.
			
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				August 27th, 2002, 11:55 PM
			
			
			
		  
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				Re: Junkyard Mod
			 
             
			
		
		
		
		so, when do we start JYW III?     
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				August 28th, 2002, 12:13 AM
			
			
			
		  
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				Re: Junkyard Mod
			 
             
			
		
		
		
		i dunno, whenever its added as an option on the PBW server. 
		
	
		
		
		
		
		
		
			
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				August 28th, 2002, 12:29 AM
			
			
			
		  
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				Re: Junkyard Mod
			 
             
			
		
		
		
		Which will be when?     
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				August 28th, 2002, 12:47 AM
			
			
			
		  
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				Re: Junkyard Mod
			 
             
			
		
		
		
		Does it work with the AI (single player)? 
		
	
		
		
		
		
		
		
			
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				Assume you have a 1kg squirrel 
E=mc^2 
E=1kg(3x10^8m/s)^2=9x10^16J 
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb. 
Fear the squirrel.
			 
		
		
		
		
		
		
	
		
		
	
	
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				August 28th, 2002, 12:49 AM
			
			
			
		  
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				Re: Junkyard Mod
			 
             
			
		
		
		
		i dunno, whever one of the admins reads the request on the admin forum and puts the mod Online. 
		
	
		
		
		
		
		
		
			
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				August 28th, 2002, 01:06 AM
			
			
			
		  
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				Re: Junkyard Mod
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Originally posted by Spoo: 
Does it work with the AI (single player)?
			
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 oh god no.  i mean, to some extent. the AI will still colonize, and will gain tech as such.  but how could you generate an AI design creation file not knowing what techs they would have available to them? 
		
	
		
		
		
		
		
		
			
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				August 28th, 2002, 10:01 PM
			
			
			
		  
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				Re: Junkyard Mod
			 
             
			
		
		
		
		the word from on high is "a couple of days" 
 
(and by "on high," i mean "geoschmo") 
  
 [ August 28, 2002, 21:01: Message edited by: Puke ] 
		
	
		
		
		
		
		
		
			
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