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Old September 19th, 2003, 12:45 AM
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Default Re: My Mod: The Mizendar Galaxy

One thing I am not satisfied with in the mod is the way the AI uses Aetherdrive components. It doesn't break the game, but they tend to use more engines and only one sail. Not the most effective method, but it works. I've given up on trying to fix it - not sure it can (or needs to) be fixed, tho.
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Old September 19th, 2003, 01:38 AM
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Default Re: My Mod: The Mizendar Galaxy

You did not include Ultimate Strategies Mod. There is little reason not to include it. It is there so people will add it to their mods.

Also, the Design Names Anthology is a nice addition, adding well over 300 design name files to choose from.

Also, have you considered the Colony Tech Mod by Ekolis? It makes it so that it is impossible to trade your starting colony "techs", which is a very silly thing to be able to do...

[ September 19, 2003, 00:42: Message edited by: Imperator Fyron ]
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Old September 19th, 2003, 02:22 AM
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Default Re: My Mod: The Mizendar Galaxy

Several of your system types do not have object masking enabled for them, resulting in clunky black squares around planets and such. The easiest way to fix this is a simple find/replace in the SystemTypes.txt file.
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Old September 19th, 2003, 02:35 AM
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Default Re: My Mod: The Mizendar Galaxy

Quote:
Originally posted by Imperator Fyron:
You did not include Ultimate Strategies Mod. There is little reason not to include it. It is there so people will add it to their mods.

Also, the Design Names Anthology is a nice addition, adding well over 300 design name files to choose from.

Also, have you considered the Colony Tech Mod by Ekolis? It makes it so that it is impossible to trade your starting colony "techs", which is a very silly thing to be able to do...
Little reason is reason enough. Yes, these are all very well and good. But I generally play SEIV solo, and am not as concerned with multiplayer tweaks. I also do not need more choices in strategy or ships. This was more of an excercise for me to see what I could add to the game, not what I could add that others already have added.

You are welcome to add these yourself if you wish to make a multiplayer variant.

[ September 19, 2003, 01:37: Message edited by: Wydraz ]
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Old September 19th, 2003, 02:36 AM
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Default Re: My Mod: The Mizendar Galaxy

Quote:
Originally posted by Imperator Fyron:
Several of your system types do not have object masking enabled for them, resulting in clunky black squares around planets and such. The easiest way to fix this is a simple find/replace in the SystemTypes.txt file.
Thanks for that! I will make that change in the patch.
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Old September 19th, 2003, 02:39 AM
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Default Re: My Mod: The Mizendar Galaxy

Quote:
Originally posted by Wydraz:
Little reason is reason enough. Yes, these are all very well and good. But I generally play SEIV solo, and am not as concerned with multiplayer tweaks. I also do not need more choices in strategy or ships. This was more of an excercise for me to see what I could add to the game, not what I could add that others already have added.

You are welcome to add these yourself if you wish to make a multiplayer variant.
It was worth a shot.
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Old September 19th, 2003, 04:25 AM
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Default Re: My Mod: The Mizendar Galaxy

Actually, detailed strategies are more of benefit to AI players than to humans, who can vary strategies during the game.

Of course, adapting new strategies would require small rework of AI files but it is woth it.
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