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September 24th, 2003, 03:31 AM
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Re: Space Above and Beyond Mod (a.k.a Space 2063)
Having seen the show, unfortunately a dozen or so episodes.... I would suggest the Highliner mod.
That mod makes only a few starship sizes, but they are all carriers which can launch the smaller vessles as fighters and drop ships.
As well, the Pirates and Nomads mod might be a good idea to check out. The one homeworld requiring lots of supplies to ships is the focus of this mod. We well, rather than scrapping the colonization idea, why not just make colony modules expensive so colonization is a rare occurance?
For a 2 player mod, you might actualy want to set the maximum and minimum AI players to 0. If you are playing 2 humans at least. Unless you get the AI's in (I dont mean SE4 AI, I mean the AI "race" from Space; Above and Beyond).
I would definately love to play a mod like this, and am supprised no one tried it earlier.
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September 24th, 2003, 04:27 AM
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Re: Space Above and Beyond Mod (a.k.a Space 2063)
The "homeworld is supreme" idea is from Proportions, not P&N. And sorry, I don't think the "500% scrap value at homeworld" will work, at least not without the potential for cheating... who's to say you can't build stuff at the homeworld then immediately scrap it for mundo resources! 
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September 24th, 2003, 05:38 AM
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Re: Space Above and Beyond Mod (a.k.a Space 2063)
this and the two topics above it used to all be at 14 Posts.
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September 24th, 2003, 09:43 AM
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Corporal
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Re: Space Above and Beyond Mod (a.k.a Space 2063)
Quote:
Originally posted by Ed Kolis:
I don't think the "500% scrap value at homeworld" will work, at least not without the potential for cheating... who's to say you can't build stuff at the homeworld then immediately scrap it for mundo resources!
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Well, my thought is that if one was to spend "time" building assets at there homeworld to scrap, they would be using up valuable time needed to build Earth forces like expensive Capital ships and troops.
We are just thinking out loud.
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September 24th, 2003, 10:47 AM
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Re: Space Above and Beyond Mod (a.k.a Space 2063)
This mod should be carrier based with a strong emphesis on fighters and ground combat.
For the other 18 races you can do "Colony" world races. Varations of the 2 major races.
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September 24th, 2003, 02:07 PM
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Re: Space Above and Beyond Mod (a.k.a Space 2063)
But unless we can stipulate that specific races are always allies/enemies, that wont work Atrocities.
This is something I've looked into trying for other mods.
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September 25th, 2003, 01:27 AM
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Re: Space Above and Beyond Mod (a.k.a Space 2063)
Quote:
Originally posted by QuarianRex:
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.
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Nah... just change the min. and max. number of computer players for low, medium and high settings in Settings.txt to 1. That does not get around the problem. There must be at least 20 race folders in a mod folder, or 0. Go test this yourself. If you have less, you will get empires with a random shipset and a random set of AI files (Norak ships using Phong files, for example).
Quote:
Originally posted by E3:
But unless we can stipulate that specific races are always allies/enemies, that wont work Atrocities.
This is something I've looked into trying for other mods.
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Who is to say that colonies can not rebel and form independant nations? 
[ September 25, 2003, 00:30: Message edited by: Imperator Fyron ]
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