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  #1  
Old September 23rd, 2003, 06:51 PM
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Default Re: Space Above and Beyond Mod (a.k.a Space 2063)

Quote:
Originally posted by Erax:
Yes, great show. "I know that group, we studied them in my History of the Arts class. I think they were called The Pink Floyd."

I only saw 5 or 6 episodes, but I liked them. I say, go for it !
wasnt that actually a Ramone's song that they were playing? Hey-Ho, Lets Go!
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Old September 23rd, 2003, 06:58 PM
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Default Re: Space Above and Beyond Mod (a.k.a Space 2063)

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Originally posted by General Woundwort:
One word of warning - any mod must have 20 (not 2) major races in its "races" folder, or it will do goofy things (like run duplicates). Any two player games would probably have to be set up manually.
You can avoid the problems this causes by including the stock race folders in the mod races folder. You don't need the files in the race folders, except for your new races and any files in the stock races you want to change. Just the empty race folders is enough to let SE4 point back to the stock races for what it needs.
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Old September 23rd, 2003, 08:34 PM
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Default Re: Space Above and Beyond Mod (a.k.a Space 2063)

Puke : Yes, the CD was playing Bitzkrieg Bop by the Ramones. That's what makes the line funny.
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Old September 23rd, 2003, 10:42 PM
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Default Re: Space Above and Beyond Mod (a.k.a Space 2063)

yep. one of my favorite shows. many a good episode, and a nicely contained plot.

i'll play the mod.
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Old September 23rd, 2003, 10:43 PM
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Default Re: Space Above and Beyond Mod (a.k.a Space 2063)

Quote:
Originally posted by General Woundwort:
One word of warning - any mod must have 20 (not 2) major races in its "races" folder, or it will do goofy things (like run duplicates). Any two player games would probably have to be set up manually.
Nah... just change the min. and max. number of computer players for low, medium and high settings in Settings.txt to 1.
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Old September 24th, 2003, 03:20 AM
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Default Re: Space Above and Beyond Mod (a.k.a Space 2063)

Well, so far so good.

One of the things that the show focused on was the need to escort cargo vessels heading back to Earth with their valuable cargo. This is one aspect that SE doesn't really touch on and that's a shame. Supplies back to your homeworld is so abstract. I really envision a mod that is very tactical... where one enemy ship behind the lines could cause havick to your supplies.

I have two ideas but I think they would benefit (or hinder) the human player.

Idea One: Do away with human colony ships (or make them extremly expensive). In the show, Earth had two civilian colonies, Telus and Vesta, both were invaded in the pilot. But, Earth had lots of off world resource production (and to a lesser extent, military outpost).

This could be duplicated in the game by focusing on resource minning ships. That ok for the human player but I understand this might be a problem for the computer player? Any thoughts? They would have to be protected or risk capture or destruction.

Idea 2: Allow the human player to create cheap freighters at is colonies, then, these ships would travel back to Earth and be scraped. Earth would have a facility that would increase the scrap value by 500% or something... just thinking out loud. Any thoughts?

The rest of the game is well suited for a SAAB mod. With carriers, troops, fighters...

I have a few question that some of the mod veterns may be able to answer.

1. How about having AI exclusivly focuss on planet capture? Is it just a matter of making troops available from the start and including more troop capable ships in the AI construction vehicles file?

2. How about having the AI focus on ship capture for transports (and other easy targets)?

3. Can fighters carry cargo, specificaly troops?

Still need someone how could help with modeling if I decide to go forward.

Any comments welcomed.

P.S. For those of you who believe Atrocities claim below that he knows nothing about modding (haha), you need to try his star trek mod... it rocks
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Old September 24th, 2003, 03:23 AM

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Default Re: Space Above and Beyond Mod (a.k.a Space 2063)

Units cannot have Cargo.

The rest sound pretty intriguing.

But anywhere that can build something can also scrap it.

[ September 24, 2003, 02:23: Message edited by: Loser ]
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