[MOD] SSBM V2.7 & Cmod3-SSBM
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spacefueladdict wrote:Hmm, Which of his difficulty mod are you planning on using there?joelR wrote:Hi,
Would installing one of Ulfius's difficulty mods after this one alter this mod to have less enemies?
Any besides the Xtreme version since your mods has it "included".
For the record I absolutely love this mod I just wanted to tone it down a bit in terms of enemies.
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As X2-eliah mentioned, this loosely based on extreme version, but is has since been toned down, however some of the new pirate core sectors will be heavily defended.joelR wrote:spacefueladdict wrote:Hmm, Which of his difficulty mod are you planning on using there?joelR wrote:Hi,
Would installing one of Ulfius's difficulty mods after this one alter this mod to have less enemies?
Any besides the Xtreme version since your mods has it "included".
For the record I absolutely love this mod I just wanted to tone it down a bit in terms of enemies.
If you choose to use the other versions, while it will reduce the number of enimies overall, the number of tradwers will be reduced by quite a noticible amount, and may affect the ecomomy, and the new A.T.F sectors will be completely unpopulated.
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1) Yes, and it uses the ATF rep for determining what you can purchase.
2) The ATF shipyard does not add factories, only ships, so.. whatever you get from aldrin expansion plot is what you get.
There are a lot more Ice asteroids in the commonwealth though.
3) Unfortunately, yes, the high-end wares are still in low numbers.. Fixing that would be quite impossible.
4) Depends on how you view re-starting (though it may be possible we won't even have to re-start). The other option is to wait until the 2.1 patch + about a week if the mod needs to be made compatible. But, so far there are chances that no restart will be required. Hopefully.
2) The ATF shipyard does not add factories, only ships, so.. whatever you get from aldrin expansion plot is what you get.
There are a lot more Ice asteroids in the commonwealth though.
3) Unfortunately, yes, the high-end wares are still in low numbers.. Fixing that would be quite impossible.
4) Depends on how you view re-starting (though it may be possible we won't even have to re-start). The other option is to wait until the 2.1 patch + about a week if the mod needs to be made compatible. But, so far there are chances that no restart will be required. Hopefully.
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I'm D/loading the beta 2.1 patch today to get an idea of the changes and what amount of work is required to bring this mod 'in-line' with that. will report on what i find.X2-Eliah wrote: 4) Depends on how you view re-starting (though it may be possible we won't even have to re-start). The other option is to wait until the 2.1 patch + about a week if the mod needs to be made compatible. But, so far there are chances that no restart will be required. Hopefully.

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I did!joelR wrote:Sooo...Can someone answer my question?X2-Eliah wrote:The latest version of this mod has the enemy numbers reduced - see the changelog in the OP..

Overall the enenies are quite reasonable but, as I mentioned above, Pirate sectors will be well defended, also Xenon sectors will be quite well defended too, Multiple Q’s and PX’s.spacefueladdict wrote:
As X2-eliah mentioned, this loosely based on extreme version, but is has since been toned down, however some of the new pirate core sectors will be heavily defended.
If you choose to use the other versions, while it will reduce the number of enimies overall, the number of tradwers will be reduced by quite a noticible amount, and may affect the ecomomy, and the new A.T.F sectors will be completely unpopulated.

Overall it there are more enemies than ‘vanilla’, bit less than ‘Extreme CMOD’.

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spacefueladdict wrote:I did!joelR wrote:Sooo...Can someone answer my question?X2-Eliah wrote:The latest version of this mod has the enemy numbers reduced - see the changelog in the OP..![]()
Overall the enenies are quite reasonable but, as I mentioned above, Pirate sectors will be well defended, also Xenon sectors will be quite well defended too, Multiple Q’s and PX’s.spacefueladdict wrote:
As X2-eliah mentioned, this loosely based on extreme version, but is has since been toned down, however some of the new pirate core sectors will be heavily defended.
If you choose to use the other versions, while it will reduce the number of enimies overall, the number of tradwers will be reduced by quite a noticible amount, and may affect the ecomomy, and the new A.T.F sectors will be completely unpopulated.![]()
Overall it there are more enemies than ‘vanilla’, bit less than ‘Extreme CMOD’.
Thats good to know thank you. My original question is, will using a different mod that alters the amount of enemies overwrite yours if loaded after? Without conflict?
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Is there a version that contains all ships, i.e. civilians, mil, traders etc? I notice in the main post that civ ships have been removed.
I have a new power system and want to try it out fully. I also like having the diversity in my universe thus would like a version that does not have any ships or items removed from it if possible. Is there one?
I have a new power system and want to try it out fully. I also like having the diversity in my universe thus would like a version that does not have any ships or items removed from it if possible. Is there one?
Take it light.....
Malakie
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Malakie
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At the moment there isn't a version, It is possible to do but not until we get to a stage where there are no further patches to be added to Tc. Once we get there i'll do a 'civs' version.Malakie wrote:Is there a version that contains all ships, i.e. civilians, mil, traders etc? I notice in the main post that civ ships have been removed.
I have a new power system and want to try it out fully. I also like having the diversity in my universe thus would like a version that does not have any ships or items removed from it if possible. Is there one?
Update:
Begun work on the 2.1 version, there will not be much added to this version, except that i'm hoping to get 'Axefaces' Ships, the Paranid Thanatos & Boron Lusca Added as Npc ships, which will be Rare, Well protected. Happy Capping!

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slight issue, not sure if its related to this mod or if a patch broke it.
Spoiler
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The last part of the terran campaign where you jump into aldrin. last time I did it pre 2.0 the jumpe beacon acted as gate and I jumped beside it. For some reason it doesn't work like that anymore. It always just plops me down randomly and sorta messes the mission up.
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