Icho Tolot Icho Tolot

Omega Pack

Omega Pack

The Icho Tolot Modding Corperation (TM), Part of the Creative Linguistic Service Corperation Ltd. (TM) herby announces that the Omega Pack has reached BETA stage. Now we need you [insert Uncle Ben smiely here]

I hope to get two or three active players who will help me with the Beta test of the 111 component mod pack
5,903 views 74 replies
Reply #52 Top
Icho's latest version of the Omega Pack is now up at NeoTech: http://www.neotechgaming.com
Reply #53 Top
Interceptor, I understand how it's supposed to give up range for firepower but even frigates can't defend against them without bonuses, and interstellar tactics is worth more than shields. I think the ship should be put in it's own tech b/c how do you get a better firepower ship when you research shields? Just my opinion but it's changed my game more than any other included in the pack
Reply #54 Top
Just downloaded the Omega Pack- looks like I'll have to re-learn the tech tree! ;p However, very quickly it became obviuos that the Patrol and Interceptor are way too powerful and should be limited in some way (range, speed). Otherwise, love all the new techs! :)
Reply #55 Top
Thought I did that, I downgraded the atk/def of the Patrol and the range of the Interceptor (including its atk)
Reply #56 Top
The Interceptor (atk 10) is powerful for the time it becomes available. It is also fast. It is possible to very quickly dominate militarily (because it is so cheap) and keep dominating until Dreadnoughts come around.

I suggest increasing the cost of the Interceptor, decreasing speed to 4-5, I think right now it is something like 8.

Good job on the SB modules, maybe nudge up the cost because they are very powerful.

Overall, a great addition to the game. Thanks Icho!
Reply #57 Top
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
Reply #58 Top
Okay I am on pins and needles waiting on your work. I am playing with all your Mods installed and nothing else.. Devoted fan!! :D
Reply #60 Top
I'd like to, but don't have the skill to do it myself (:(
I tried to contact TurgotZ but he did not reply
Reply #61 Top
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. :sniff!:
Reply #62 Top
By the way do you use some other mods with SB-modules or why is there a hole between the Halut and the Omega Pack?
[Message Edited]
Reply #63 Top
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

Reply #66 Top
The game won't let me build the Improved Factory. There's no identifier number conflict.
End of quote


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.

~SDC~
Reply #67 Top
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. :notsure:
Reply #68 Top
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.
Reply #69 Top
Icho_Tolot can also be reached at NeoTech where he has The Icho_Tolot Mod Cooperation forums. http://www.neotechgaming.com on the left hand side menu you will see a link directly to his forums. :D

He probably will show up in here to help you just an alternative! ;)
Reply #70 Top
I know about the SBmodules-not-build issue, even if it does not happen to me.
You can easily solve that by changing the module ID (but keep them in a row), size OR price (under normal conditions one of these work - that can be done with a simple notepad or the GCWriter
But remember the changes will take place in new games, not the saved ones (cause of the GC save structure)



btw In the .doc I say that it can happen and how to solve it. I'm just adding this because I've been asked multible times about the same issue and with all due respect, I do not want ta answer the same question over and over again
RTFM
Reply #71 Top
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. ;p

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 :CONGRAT: and it's not his fault :HOT:. I really hope that the developers can make that a bit smarter next time.


Reply #72 Top
Oh, that's the Improved Factory starbase module that won't build
End of quote


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.

~SDC~
Reply #73 Top
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.
Reply #74 Top
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 ;)