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!!! Looking for mod package by Chippoka !!!
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Hi there! Since I received no answer from the master - Chippoka - himself: has anybody out there his big "mod package" he announced about a month ago? He must have had it "online" for only a short time due to lack of interest... Since I'm a brandnew GalCiv+Ap addict I can't wait to start my first epic game, but I hesitate to start it until I've integrated the mods (I don't know if there are any problems with saved games if you install the mods afterwards...). So is there anybody out there who can help me????!!!!!!
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He hasn't released it yet.
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Uhmmmm... I think he himself wrote that he had it in his ftp for a short period of time but then "dismissed" it due to lack of interest...
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#3
by Citizen Chippoka - 4/29/2005 3:06:39 AM
Link
Unpack the zip file to a temporary folder. It should create various folders which correlate to the installed AP game folders. Find the readme text file and follow the instructions for installion. This is for AP installations, but it may work on GC installations (not sure).
Yep, there seemed a lack of interest, and I figured some prefer it to be directly located at the library here. I think it is just to big to be kept here, and they probably won't want to take such a large file and spend a lot of time checking it out. So I put it at my on-line ftp for a while, then took it off when I discovered the play balance was not as good as I had hoped. Coming back, saw soom interest, so I got it back on-line with all the changes since when it was first released.
I don't see myself doing much more, unless somebody requests that I add an existing mod(s) to the package. If so, please include an exact link that will permit immediate down-load of the file from this site; or provide the exact mod name and link to location it is stored; or, if a short text file, just post it in these forums.
This current package doesn't include any anomaly mods or event mods. I would like good recommendations if there are any. Woops, there is a speed anomoly mod I included, similar to other existing speed anomaly mods done by other modders. And are there any decent UP_Issue mods people would like to see in the package?
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Wooaaahhhh! That's great! A BIG THANK YOU!!! What more can I say...
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#5
by Citizen Chippoka - 4/29/2005 2:34:08 PM
Looking for epic size battles? Looking for way to play while using well planned tactics? A hard game or easy?
Then try "For Epic Battles" custom map. I use this for "power" games that push AI players toward high technology achievements - games can run long, but the AIs all run a great chance for becoming powerful empires to cause you a serious frustration or a serious profit, depending on how to manipulate the AIs.
Try it with these settings:
Altarians, Arceans, and Torians all "Pure Good" alignment, all "Incredible" intelligence. Set the remaining AIs as "Pure Evil" and also "Incredible" intelligence. This is the map I do most of my play testing on. Each player, even you, will have a nice nest egg of worlds to settle... then it becomes tactics and world hunting. Set all Victory Conditions to "on" except Culture and Alliance (set to off).
For hard games, go "Evil" in your alignement as you settle. For more moderate games, go "Good" and then try to prevent the other "Good" AIs from forming alliances - or back-stab them late in the game.... hopefully you'll be successful in your efforts.
Try setting up 4 to 6 star bases in your quadrant to boost ship speed in order to rapidly deploy your ships or missiles or mines. Heh, be sure to give mines to the AIs from time to time...
Get the custom map at my ftp.
[Message Edited]
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#7
by Citizen Chippoka - 4/30/2005 5:25:35 AM
Saddly, GC is very limited. It won't let you use custom maps. AP does! That up-grade to AP is really worth it and not expensive. AP is just a really massively improved version of GC. You get two more races AI as well; plus lots of new menu options, a map editor, etc.
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#8
by Citizen Chippoka - 5/8/2005 9:33:05 AM
Just a heads up...
I made a new ship graphic today for a mini colony ship. It is available the same time the normal colony ship is available, but for a slighty higher cost. It has some weopons and armor for defense, but can carry only a max of 500 settlers. I made it as an alternative to the hard to position slider bar of the regular colony load-with-settlers window. With a max of 500 settlers, the slider is much easier to use.
I'll place it in the next update of the Mod Package at my FTP. (currently version "H", next version will be "J"). Also, I renamed the some of the ships so that they appear in groups on the selection build list:
Fighter, Basic
Fighter, Star
Fighter, Chippoka
Fighter, Amaymon
Fighter, Ummra
Colony, Jupiter
Colony, Classic
Colony, Mini
Transport, Combat
Transport, Basic
Transport, Moya
Missile, TP ---- [trans-phazic]
Missile, Nuke
Missile, AM ---- [anti-matter]
etc... wonder if that should be done with the other ships, breaking them down by class? Battleships, Dreadnaughts, Frigates, Exploration, Super Capital Ships...
Lastly, I'm thinking of adding to the mines. Currently I have the Proton Mine I and Proton Mine II. I think a higher technology mine might be nice for late game use... say, a "Quantum Mine." I will probably use one of the game's anomaly graphics as a animated base-line for the mine graphic. We'll see.
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#10
by Citizen Chippoka - 5/10/2005 7:31:14 AM
Here's a screen shot of the mini colony. I've been testing it, so that's why I haven't up-loaded it yet.
Link
The AI's like to use it. In testing other ships, it seems they aren't fond of the Ha'tack and Amaymon ships, so I need to adjust the values a bit more.
That screen shot shows nearly all the new ships and some shots of what they look like when belonging to other players.
-------------
Just an side note... As I play this game, I keep picking up on some pretty cool tactics that I imagine most other players already know, lol. I had a great game this past weekend trying some of these things....
If your picks and/or political party include making diplomacy pretty strong, I found that once I had an fleet consider superior to that of the minor AI players and/or normal AI players: I could tell a regular player at the treaty table that I wanted to go to war with some minor AI, offering the main AI player a tech or some money. The idea is that some minor AI players are a very long distance away from my own empire; often on the other side of the universe; too far for trade with the players in such an area. However, once war is declared with the minor AI, you then can go back to the treaty table and sue for peace with the minor AI. Almost every time you can coax the minor AI to give you a planet, even give you his LAST planet system for peace! Hmm... and give you all the technology and influence points it has... sometimes all it's money too! Then you can set up trade routes to distant empires pretty easy. But you need to have a superior fleet in the opinion of the other players in order for this to work. This also often works on normal AI players! I've been able to get peace deals which gave me some of thier worlds without having to bring in scare foot-soldiers for ground invasions on hightly populated woulds, which often had soldiers much stronger than mine!
I must say, the late part of the game got a lot easier to finish faster once I figured this out.
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TurgotZ is back in the community he is the one who has real talent for making ships and does not have this horrible attitude either.
TurgotZ has a home at Link NeoTech Games one of the most friendly communities you will find.
(Unless you start attacking someone character like Chippoka did then its not to friendly )
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#12
by Citizen Chippoka - 5/21/2005 11:23:28 AM
While we are recommending fan sites: here are some superior sites:
Link
or
Link
or... well I'm sure there are more 
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