L Space mining,
Halutian Trade Complex.
The options come up to upgrade them but once you select them the screen disappears with the constructor remaining on top of the starbase. |
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This is as should expected if the SBMods are noncontiguous. One of the problem with Starbase Modules is that if the mod isn't part of a total coversion mod each enduser is going to have to edit the module numbers to fit the presence/lack of other mods.
Check the SBMods files and make sure all the modules are contiguous and that the BOOKEND module in the base game files is higher than all of them.
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That is indeed a problem. But i reconed that it can sometimes be solved by removing the costs, dunno why.
Halutian Trade Complex.
The options come up to upgrade them but once you select them the screen disappears with the |
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This is strange, the HTC comes directly after STC, SBmodID wise
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For all fans: HP 2.0 will be available within the next 72 Hours
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Just finished another Beta run Icho. No problems.
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I'll have my final list sent tomorrow.
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Reaching JJ
If i counted correctly
(waiting for a last report)
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This new version of the Mod Pack includes:
- 28 Techs
- 20 SBmods
- 20 Improvements (2 Wonder, 4 Achivements, 5 TGs, 9 Normals)
- 8 Ships
- 1 Pol Party
- 1 Inv tactic
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Got it and every thing works fine, although I never got the chance to use the mystery in anger (3 games now).
The only thing I would say is it gives good civs too much power. (I had to mend some of my evil ways).
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I played one game with current Halut Pack, several of the other certified mods, and a few of my own creation. There were no apparent conflicts that I've noticed. I think a complimentary "evil" pack might add some spice to the game playing experience. I will try to give a more detailed analysis after playing a few more games since the "good" AIs died early and I got a good morality fairly late game.
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The only thing I would say is it gives good civs too much power.
I think a complimentary "evil" pack might add some spice to the game playing experience |
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The HP was supposed to be for the good guys. I'll work on something equel for the evil fellows as soon as i finish the first phase of my new creation (currently 90 components - no name jet), which will be created without Alignment requirement
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Secret intel. reports show images of the first ship of the Mystery Class leaving Haluts shipyards
This mighty ship has 25% more firepower then the Exalibur class, 133% its HPs and about two times their Defence
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The Enhanced Scout needs to have non-zero maintenance. Since the normal Scout is maintenance 1, your Scout should be a least maintenance 1. An advanced ship should never have less maintanance than the normal ship or it will unbalance the game.
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Ups missed that, will be fixed with the Ship-graphic-add
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The sensor drone doesnt have any maintenance does it?
The lack of maintenance cost may reflect the fact that new technology has overcome fuel and upkeep costs of the vessel.
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| The sensor drone doesnt have any maintenance does it? The lack of maintenance cost may reflect the fact that new technology has overcome fuel and upkeep costs of the vessel. |
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The Enhanced Scout is not a "low" speed drone. For where it appears in the tech tree, it is too good a ship to be zero maintenance.
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I just finished another game with your mod. I used GalCivWriter to change Enhanced Scout to maintenance 1.
The rest of the techs, improvements, etc seem to be well balanced cost vs maintenance vs attributes. The only improvement that might be a little to cheap to build is Enhanced Environmental Control that increases PQ 15%. Since terraforming costs 1000 BC to increase 20%, you might want to bump up EEC a few hundred BC more.
I can't wait to see your ship-graphic update.
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| The only improvement that might be a little to cheap to build is Enhanced Environmental Control that increases PQ 15% |
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It is already more expansive then Life Seeding and habitat Imp. which do 10%, but I'll think about it
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| It is already more expansive then Life Seeding and habitat Imp. which do 10%, but I'll think about it |
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As you can tell from the way I worded my previous response, I was uncertain whether EEC was too cheap. I think I might use GalCivWriter to raise cost by 100 BC and play one game with this alteration. I'll let you know whether I feel this works better or not. Ultimately, mods should be how you feel they should be. Luckily GalCivWriter is quite easy to use and one can alter others' mods to suit our particular styles of play. Keep up the good work.
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I just finished a game with the afore mentioned changes to your mod. IMHO the Enhanced Environmental Control is a little better with the 100 BC cost increase. Your Starbase modules came in real handy in my last game (especially the trade and resource ones).
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| The bar to show the political strength of the party at voting time does not show up. One bar too many? |
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Can also get this problem if parties are not sequential....
Alex
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Can also get this problem if parties are not sequential....
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Yea there is a gap between the standard parties and the Rednecks (another early mod), after who the HE are placed, you have to scroll down. I'll fix that gap with my new pack.
and again the Halutian Explorers are NO REPLACEMENT, as some others they are a new party
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thats because it comes a bit early for its costs
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News Update
The Halut Pack Ship Graphic Addon will soon be avaiable
(Halut Pack 2.0 required)
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