Flexomatic

Flexomatic

Joined Member # 3067836
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[quote who="Dukoth" reply="1279" id="2402047"]have you guys evar thought about adding dynamic battle systems to this mod (it makes ships move around while in combat), should round out the already wonderful list of changes you guys have[/quote] [quote who="lifekatana" reply="1281" id="2402086"](quote button does not work on Chrome) to Dukoth: Yes they have, they are planning to incorporate it (ver 0.90 or 1.0, idk).[/quote] <

8,423 Replies 15,737,463 Views

I'll sign that! I'd add a great bit of diversity to an otherwise perfect mod :) By the way, because I can't seem to find any, I'm asking here: Are there any custom random maps that work with this mod? I remember hearing something about a mod that wanted to make real solar systems, e.g. a sun and 5 to 7 planets, resulting in more than 5 suns on a map. Whatever happened to that?

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Had a funny thing happen to me recently (Entrenchment, 0.4) I had a fleet in SystemB, and a newly built Marza in SystemA. I regrouped the fleet in SystemB to include the Marza in SystemA, while the Marza still had the construction yard waypoint set to SystemB. The Marza then proceeded to SystemB by ignoring it's ability to phasejump and just flew over there. And I was wondering why it took so long.. anyways, just wanted to mention that ;)

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[quote]- Planetary Abilities are now back, and in full force! Currently there are place holder abilities in place for most of the planets however once I finish designing them they will be released (0.5 feature). Previous Planetary Abilities are already included however and working correctly.[/quote] What's that mean? That some abilities are just there in name only buy don't really give any bonuses? Like "Perfect Holiday Resort" but no trade bonuses? (just an example)

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Great work on the mod! Love everything about it. (except the new music, but I happen to like the sins soundtrack ;) ) I noticed something the other day, wasn't the TEC Carrier supposed to have missiles? 'cause there clearly are launchers and I think I remember it firing missiles in vanilla. Like -Ue_Carbon said, for 75 supply you don't get much strikecraf. But not much firepower either.

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Tried getting an errorlog, but somehow they are always empty. So I'm sorry, but the only information for the minidump is: Playing as TEC Capturing derelict Vessel Mouse-over 'build fighter/bomber' results in minidump /e: Using the ShowErrors TRUE entry I was given: "Failed to find StringID: 'IDS_SQUADDEADCOMBAT_DESC'. NOTE: Any following StringID failures will be supressed." Maybe you can do something with this? /e2: Funny, that string is actually

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Suggestion: Please don't copy unless it makes sense. IE no Star Trek..

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Sounds all really good, I like those ideas. As for aerodynamics.. correct me if I'm wrong, but in space there is no air to be concerned about. So all you gotta worry about is the strain on the hull integrity when pulling off high G maneuvers. Although I wouldn't know how to design a ship with that in mind, I'm no engineer or physicist or whatever ;)

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I think I definitely have to read those. Are they covered by the Millenium "Science Fiction Masterworks" series?

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Quick Question: Do you intend to make this mod modular, so that the player can decide and choose which part to install and which to leave out? For example, if someone doesn't much care to have the new race in, but wants to have all the other stuff. Because with mods that add many features, there's bound to be one or two in the bunch that's not liked by some.. and I'm of course talking singleplayer, modular mods and multiplayer might not go well, what with the checksum and all.

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