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September 17th, 2007, 02:24 AM
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Sergeant
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Join Date: Feb 2001
Location: Belmont, CA USA
Posts: 285
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Re: DevnullMod 1.0 Released!
Also, if anyone would like to post this announcement other places, I'm fine with that. I would post it myself on SpaceEmpires5.com, but for some reason, it won't let me log in any more. It says I'm online in the "who's online" window, but it won't let me post and keeps asking for login/password in the upper-left corner. Very annoying.
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September 17th, 2007, 03:43 AM
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First Lieutenant
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Join Date: Aug 2003
Location: New Zealand
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Re: DevnullMod 1.0 Released!
I'm suprized you didn't wait till the next release of se5.
when it does come out you'll need to do a quick patch to make it compatible.
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September 17th, 2007, 04:18 AM
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Sergeant
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Join Date: Feb 2001
Location: Belmont, CA USA
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Re: DevnullMod 1.0 Released!
I've been waiting for several weeks. I got tired of waiting.  When it comes out, I'll hopefully have time to make the necessary tweaks to both the editor and the mod. *shrug*
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September 17th, 2007, 04:39 AM
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Major General
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Join Date: Dec 2003
Location: Tasmania, Australia
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Re: DevnullMod 1.0 Released!
Well I think my longest and best games in SE4 were with Devnull. I particularly liked that mixing two racial traits created unique components. I'll keep an eye out for a Devnull game.
I see there aren't any unique components, but I see the armour plating and missiles I forgot. Is there something preventing colonise all modules?
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September 17th, 2007, 07:16 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: DevnullMod 1.0 Released!
Didn't P&N have some trait mixing too?
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September 17th, 2007, 07:19 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: DevnullMod 1.0 Released!
Most definitely.
Pair up any of the 6 major traits to get crossover techs.
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September 17th, 2007, 07:34 PM
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Sergeant
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Join Date: Feb 2001
Location: Belmont, CA USA
Posts: 285
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Re: DevnullMod 1.0 Released!
I'd forgotten about that, actually.  That sounds like a fun feature to add for the next release of DevnullMod. I'll have to figure out some interesting crossover tech ideas to implement. Any suggestions welcome!
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September 17th, 2007, 10:23 PM
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Sergeant
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Join Date: Mar 2002
Location: Milwaukie-Home of the Norwegian World Domination Party
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Re: DevnullMod 1.0 Released!
Quote:
Suicide Junkie said:
Most definitely.
Pair up any of the 6 major traits to get crossover techs.
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6 major race traits? I thought it was just:
Organic, Religious, Psychic, and Temporal
What are the other two?
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