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August 8th, 2002, 04:30 PM
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Lieutenant General
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Re: Which mod is best?
Tigga, first, download and unzip Fyron's mod into SE IV directory. Second - back up "data" folder in TDM directory (rename it or make a copy). Then copy either whole "data" folder from Fyron mod to TDM mod folder or only selected files - secttype.txt, stellarabilitytypes.txt, planetsize.txt, quadranttypes.txt, systemtypes.txt, systemnames.txt from fyron/data to TDM/data. Settings.txt is optional. If you copied whole "data" folder, you will need to copy "formations.txt" from backed-up TDM data folder to new data folder. Now, when you launch TDM mod, it will use Fyron' quadrants.
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It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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August 8th, 2002, 04:39 PM
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Lieutenant General
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Re: Which mod is best?
Word of warning: Sometimes SE IV screw up homeworlds in Fyron' mod. I edited systemtypes.txt to avoid this problem. Unfortunately, there is no more medium-sized moons but you can be sure that all homeworlds have been generated correctly.
http://forum.shrapnelgames.com/newup...1028079875.txt
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It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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August 8th, 2002, 08:07 PM
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Shrapnel Fanatic
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Re: Which mod is best?
Hopefully Aaron can get that little bug fixed soon.
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August 9th, 2002, 12:54 AM
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Lieutenant Colonel
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Re: Which mod is best?
IF: Did you email Aaron to see if he'd let us specify new planet sizes?
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The Unpronounceable Krsqk
"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
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August 9th, 2002, 01:52 AM
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Shrapnel Fanatic
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Re: Which mod is best?
Krsqk, yes, I did. You should too.  The more people that request a feature, the more likely it is that it gets added.
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August 9th, 2002, 06:14 AM
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Corporal
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Join Date: May 2001
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Re: Which mod is best?
Puke has created his "Junkyard" mod. This is an interesting diVersion from the other mentioned mods. As a veteran of both "Junkyard" games he has hosted, I can heartily advise any SEIV player to give his next game a swing.
Junkyard eliminates research. Put simply, all planets have ruins. Each ruin can award as few as 1 tech or as many as 7 techs per colonization. He has a system to compute the number of techs and actual research points awarded, and it is totally random. This creates a game where colonization becomes the key the to survival. Furthermore, you come across races who have widely differing technological achievements. Not to say that it is unequal, but it is kind of weird to come across Escorts outfitted with wave motion guns, or Dreadnaughts that can boast only level 2 DUC's. I attacked one player who had nothing larger than Frigates, and had to mount his PPB's on light carriers. They contained no fighters, the fighter bays served merely as primitive armor.
I can't see this mod playing well against the computer. But that gives me an idea to waste another few hours on the computer giving it a fling.
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The Good Doc
Henceforth I spread confident wings to space
I fear no barrier of crystal or glass;
I cleave the heavens and soar to the infinite.
And while I rise from my own globe to others
And penetrate even further through the eternal field,
That which others saw from afar, I leave far behind me.
-Giordano Bruno
On the Infinite Universe and Worlds, 1584
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August 10th, 2002, 01:32 AM
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Lieutenant General
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Re: Which mod is best?
Interesting. Where it is ? It reminds me playing Moo2 as uncreative - most interesting and unpredictable race trait !
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It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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