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February 15th, 2005, 08:47 PM
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Second Lieutenant
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Join Date: Mar 2004
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Re: Capship Mod
Is there a downloadable version of this mod yet? At least in a beta?
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February 11th, 2005, 09:10 AM
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Major General
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Re: Capship Mod
What problems are you specifically talking about, Nodachi? The issue with the anti-capship missiles? The Advanced Stellar Manip things? the Advanced Physics tech types?
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O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
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February 11th, 2005, 09:46 AM
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First Lieutenant
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Join Date: Mar 2002
Location: North Carolina
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Re: Capship Mod
Dude, the game can't load the mod unless someone duplicates your set-up. Even when I reworked what you had posted into folders and rezipped them it still won't load due to missing files. What I would suggest is that you go ahead and get everything laid out correctly and repost the mod.
I hope I'm not coming off as an ***, honestly I'm just trying to help. 
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This is the 21st century, right? Then where the hell is my flying car?
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February 11th, 2005, 10:48 AM
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Corporal
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Join Date: Jun 2002
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Re: Capship Mod
Please follow der suggestions! Sounds fun.
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i came i saw.....i forgot where i put my sandwich
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February 12th, 2005, 04:39 PM
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Re: Capship Mod
And I'm planning to add planetary shielding facilities in Capship too - gonna keep the Ruins shield, and make that one something massive, like the Rebel shield generator on Hoth.
Also, is it possible to create facilities with weapons? Like the Missile Bases in SEIII?
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O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
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February 11th, 2005, 12:51 PM
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Re: Capship Mod
I know... I've forgot SectType, which now uses the denominators "Halo Ring World" and "Dyson Sphere" instead of ring/sphereworlds.
Oh, and if you're talking sbout the error message at 78% loaded of the AI files, it's OK. The AI for this mod hasn't been reworked yet, and since I split up Ship Construction into approx. seven projects, the AI needs to be told to research those projects instead of Ship Construction. However, I took one look at the AI Research files and took off. It seemed too darn unreadable... I don't think I'll ever get round to it, so I'm hoping for someone to volunteer to do the AI work here... for now it's human-vs-human only. (Or human-vs-alien, or alien-vs-alien, whatever.)
__________________
O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
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February 11th, 2005, 03:37 PM
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Major
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Join Date: Oct 2000
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Re: Capship Mod
I tried to upload a .zip file with all the directories in place, but for some reason it got posted as a bad file so I deleted it.
Here's another try.
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February 12th, 2005, 04:54 PM
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Major General
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Re: Capship Mod
Then what is Engines.txt?
__________________
O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
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February 12th, 2005, 05:03 PM
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First Lieutenant
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Join Date: Mar 2002
Location: North Carolina
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Re: Capship Mod
Oh damn! I forgot that was in the folder when I rezipped the mod for you. Engines.txt is the file I got when I was playing around with the tech gridder. 
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This is the 21st century, right? Then where the hell is my flying car?
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February 11th, 2005, 04:37 PM
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Re: Capship Mod
Oh, I see. Thnx for clearing that up Urendi
I know, but I wanted some STOCK races NOT to appear in some mods. For example, I don't really like the Eee - with their globular ships. Or the Sergetti. And in one mod I used only several downloaded ST races - not all, but some. (And yes, it WAS an ST mod - but my own one. I knew (a little) about the AT ST Mod, but I just created it anyway. Never really got round to finishing it completely.)
I'll be uploading SectType soon.
__________________
O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
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