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submitted a tweeked version (spelling and ship ballance)
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Thought I did that, I downgraded the atk/def of the Patrol and the range of the Interceptor (including its atk)
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Actually the Interceptors base speed is 5, but at the moment you get it you already have some speed up techs.
I'll think about your proposal when I finish the bundel, that contains all four (yea there will be another before the bundle) packs I created at the newest developement stage
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Okay I am on pins and needles waiting on your work. I am playing with all your Mods installed and nothing else.. Devoted fan!! 
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I'd like to, but don't have the skill to do it myself
I tried to contact TurgotZ but he did not reply
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He seems to be missing in action.. I contacted him by email and no response. This is not like TurgotZ at all I hope he is okay.
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I'm using some, the Shield of light and the Diplomats SB module and i think there is another one.
With ther Big Pack the Modules will be continuous
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The game won't let me build the Improved Factory. There's no identifier number conflict.
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Won't the Factory turn up in the build field, won't it be build after the next turn or what?
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| The game won't let me build the Improved Factory. There's no identifier number conflict. |
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After you reach a certain number of improvements, the game occasionally loses track of them. I haven't been able to track down anything specific about the phenominon, but it takes at least 400 improvements over the base for AP.
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Excellent observation Arturus Magi. I had also thought about this myself. I had games where some SB would not upgrade and a few times improvements would not show up when they should.
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Oh, that's the Improved Factory starbase module that won't build. I forgot there's also a planet improvement by the same name - that one works fine.
When I put a constructor over the base, Improved Factory appears on the menu, but when I click it, it doesn't build. Then something realy weird happens - the constructor teleports to an adjacent square (the one it was in just before it entered the starbase square) and then automatically moves into the SB square - without prompting for a starbase module build.
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For a fan made mod RTFM is o.k.
But I really hope that we don't have the same numbering issues in GC2 mods.
I have the same problem with the module "Diplomatic Outposts". I reduced the size and removed the fee but it did not help. I compared it with other modules and it looks quite fine. It takes a long time to test it because you have to start a new game and you have to research a lot until you get to the point where you can build it. I guess I will use the cheating abilities for the next test ...
Now I will look through all the files with modules and try to resort the numbers ... It's very tedious and I did not expect it since I only use the Halut Pack and the Omega Pack from Icho Tolot. I like his work and it's not his fault . I really hope that the developers can make that a bit smarter next time.
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| Oh, that's the Improved Factory starbase module that won't build |
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Starbase module won't work if there are any gaps in the numbering. That's the cause of problems 98% of the time with SBMods. The same is true of political parties.
With all other mods, there are no issues with non-sequential numbering.
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Walldorf2000 well put!! I agree with you Tolot mods are the best and it is not his fault. They should make the additional components of a Mod to automatically numner or warn you that your out of sequence anything to make it easier then how it is now.
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Well when you use the GCWriter 2.0.0.11 and open any mod SBmodule (as if you want to edit it) then save again!
The Writer will automatically sort the modules to be in a row, most of the time works perfect.
Well with the BigPack the mods should begin were basic GCs end, so that problem should be mostly solved
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