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March 7th, 2004, 06:58 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Thanked 12 Times in 10 Posts
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Re: Stellar Relations Mod v1.50
Not quite. Adamant Mod made use of them the day that the patch was released. 
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March 7th, 2004, 07:11 PM
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First Lieutenant
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Join Date: Feb 2004
Location: The Netherlands
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Re: Stellar Relations Mod v1.50
Okay, I can life with it 
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March 7th, 2004, 08:34 PM
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First Lieutenant
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Join Date: Apr 2002
Location: California
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Re: Stellar Relations Mod v1.50
Quote:
Originally posted by Imperator Fyron:
Not quite. Adamant Mod made use of them the day that the patch was released.
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Yeah, but he wasn't talking about vaporware 
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March 7th, 2004, 08:51 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Re: Stellar Relations Mod v1.50
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March 7th, 2004, 10:05 PM
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Sergeant
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Join Date: Jun 2003
Location: Coruscant
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Re: Stellar Relations Mod v1.50
Glad to see your mod is finally released to the public! Thanks for letting me play tester for you I enjoyed the times. Now to see what you have added.
P.S. You must get a PBW game set up some time!
__________________
Good help is so hard to murder these days.
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March 7th, 2004, 11:12 PM
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First Lieutenant
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Join Date: Feb 2004
Location: The Netherlands
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Re: Stellar Relations Mod v1.50
Hi Ian..
Yeah don't be afraid we're gonna play it soon, at least a PBEM game.
But first I want the AI up and running and people must actualy download it 
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March 8th, 2004, 08:05 PM
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First Lieutenant
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Join Date: Feb 2004
Location: The Netherlands
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Re: Stellar Relations Mod v1.50
As I wrote before I'm still toying with the AI for my mod.
The problem at hand now is : The Base space yard design. The AI designes a nice base only no shipyards but repair components.
Can someone tell me WHY !!!!!!!
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