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<title>Spaceempires.net Forums - Dark Nova Mod</title>
<link>http://www.spaceempires.net/forum-36.html</link>
<description>Latest 25 posts on the SpaceEmpires.net forums.</description>
<language>en-us</language>
<managingEditor>admin@spaceempires.net</managingEditor>
<webMaster>admin@spaceempires.net</webMaster>

<item>
<title>Hey, Bearclaw</title>
<description><![CDATA[I am not making a single new image. That is not what will add diversity to the game. I mean, in FQM, which Dark Nova uses, there are 2 images per massive gas, but in the image pack are dozens images that could be a massive gas giant, but they are unused.<br />
<br />
I would like to use enough of the images available that you will rarely see the same planet twice. And at the same time I want to expand on sector types. Both of these things I would never have done without the massive amount of images available.<br />
<br />
The images I am talking about replacing are unused by FQM, and if I am FQM compatable when I am done, then bonus. But this is for myself, and I am gonna do it in whatever fashion is easiest and produces the desired results.<br />
<br />
Edit - This was kinda in reply to both of your posts.]]></description>
<pubDate>Sun, 05 Dec 2010 05:36:04 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-61514.html#61514</link>
<guid>http://www.spaceempires.net/ftopicp-61514.html#61514</guid>
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<item>
<title>Hey, Bearclaw</title>
<description><![CDATA[and I also want to make more planet/sector types<br />
<br />
You do realise that the planet pack (15) has 1171 planets and stars and storms etc? And that the ABK Quadrant Mod has something like 131 nebulae pics! Thats a huge amount of variety to choose from.<br />
<br />
The planet pics include a large number of new asteroids, plus ringed ice and gas worlds as well as new ringed rock worlds. Could save you a lot of work  :wink:]]></description>
<pubDate>Sun, 05 Dec 2010 01:59:55 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-61507.html#61507</link>
<guid>http://www.spaceempires.net/ftopicp-61507.html#61507</guid>
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<item>
<title>Hey, Bearclaw</title>
<description><![CDATA[I had an epiphany. Monsters. Many mods try to do them, try to make them random, interesting and such, and also work in the game's engine. And also, you likely know, I have always kind of had a problem with the seperation of Ice/Rock planet types (in space, ice and rock act exactly the same), and that gas colonies were equal to Ice/Rock for size.<br />
<br />
Well, I been thinking of making all normal races have both rock and ice colony techs, but make ice cost about ten times more to build. If your race ice an ice native then your ice colonies will be nearly as cheap as rock, and if you are rock your rock colonies are dirt cheap (pun intended). Now, since everyone will need to research to use gas giants it should not throw off the balance to make them bigger. Then make it so that only monsters can colonize gas giants. You may need to change the monsters around a little if you want them to expand, but having monsters growing in a gas giant is actually fairly plausable, an invisible planet not so much.<br />
<br />
The more I think about it, the more I like the gas giants/monsters idea.]]></description>
<pubDate>Sat, 04 Dec 2010 22:49:55 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-61501.html#61501</link>
<guid>http://www.spaceempires.net/ftopicp-61501.html#61501</guid>
</item>

<item>
<title>Hey, Bearclaw</title>
<description><![CDATA[I was giving some thought to a mod I wanted to make, but it turns out a large part is impossible, so I am gonna use yers for a base. While I am making this for personal use, I was kinda hoping to contribute to your project as I like alot of the things it does.<br />
<br />
I just finished giving vehiclesizes.txt the same treatment I gave the compenhancement and I plan on hitting up pretty much all the other descriptions, just to implement a standard format and to make it more efficient, for instance "Small size makes this ship 65% harder to hit in combat" is now simply "Tiny: +65% Evasion"<br />
<br />
The other thing I was planning on doing was taking some of the graphics from Eclipse (the storms are absolutely amazing) and improving the overall appearance, and I also want to make more planet/sector types.<br />
<br />
What I am not palnning on affecting is balance, stats, traits or any of the stuff that I am certain you spent a long time making sure works just right (I learned my lesson when I changed the 49% to 50% on the light mount), for now it will be a graphical enhancement, descriptions overhaul and system plugin.<br />
<br />
If you are not interested, then that is OK with me, but don't rage if I distribute a "Dark Nova: Storm Edition" when satisfied, altough I would much rather contribute to the next release. I was a regular of Phrozen Keep back when the D2 scene was major but had to sever ties with the site due to disgust over thier policies regarding modding mods. Yeah... they are OK with modding a game, but to mod someones mod is unacceptable, and they didn't see the irony.]]></description>
<pubDate>Sat, 04 Dec 2010 04:59:35 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-61466.html#61466</link>
<guid>http://www.spaceempires.net/ftopicp-61466.html#61466</guid>
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<item>
<title>Tidied up CompEnhancement.txt</title>
<description><![CDATA[Make sure you do not change the order that each line appears in an entry.<br />
<br />
Also you say All AI mounts are called &amp;quot;AI &amp;#91;type&amp;#93; Mount,&amp;quot; have AI mount as thier short name and have had thier tags removed<br />
<br />
You should never remove an AI Tag if it is listed as an ability (not sure this is the case?). It is used so that it is referenced in the designcreation file, to require the AI to use such a component in its designs.<br />
<br />
Wow, I didn't realise it had sooo many mounts and weapons! I better re-visit this Mod  :wink:]]></description>
<pubDate>Fri, 03 Dec 2010 03:47:13 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-61423.html#61423</link>
<guid>http://www.spaceempires.net/ftopicp-61423.html#61423</guid>
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<item>
<title>Tidied up CompEnhancement.txt</title>
<description><![CDATA[Ok. [url=http://files.spaceempires.net/user/2726/Components.zip]Here you go. I am not too sure about this though. My tests all seemed to work, but I am a noob at this and did not spend too much time on it. First I simply changed all the new component families techs to the old families, then I noticed what you said about the order in the file, so I went and sorted them all by basic/standard/advanced, then noticed the weapon family fields and went back. I had expected it to take about twenty minutes, instead I been mucking about all day.<br />
<br />
I did a little testing, and it seems to be working for making only the best family of component show up, but I have noticed two possible issues. One, the improved components are not considered direct upgrades for 'upgrading' facilities or ship designs, unless I am mistaken upgrading only works for items with the same name plus a numeral. The second is that I did not go too deep into the sorting, dividing them by tech families, which can lead to some odd things... for instance if you have lvl 5 Singularity Projector and find the Gravimetric Singularity Generator tech, then you will have a level 1 Point Singularity Generator until you put a few more levels in Gravemtric singularity generater.<br />
<br />
I started to try and sort them by thier respective abilities and values, but there are too many factors involved to try and further sort them. For instance some of the simple organic armor is much cheaper and stronger but it is lacking the abilites of the advanced stuff.<br />
<br />
Another thing I noticed is that the point singularity generator and cannon have 'skip shields' as thier weapon type, but the singularity projector itself does not. Uncertain if this was intentional I left it. Several weapons were of completely wrong types, for instance the Hyper Plasma Blaster was the same family as a shield depleter.<br />
<br />
I also tossed in a slightly modified planetsize and sectortype, all this does is change SmallMachineWorld (which always seemed contrived to me) to Artificial. And before you point out that you can make planets, there is a difference between an artificial diamond and artificially making one. (edit - I just tossed this one is because I think it looks better, use it or not, of course)<br />
<br />
Also, I have finally found eclipse (it was here after all, rage!) and I have to say that some of the graphics for planets and stars in that mod are phenomenal (even though I hate the wormholes). What are people's take of swiping graphics from someone else's mod? The eclipse project is long since dead and there is no homepage for it even.]]></description>
<pubDate>Thu, 02 Dec 2010 19:33:39 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-61413.html#61413</link>
<guid>http://www.spaceempires.net/ftopicp-61413.html#61413</guid>
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<item>
<title>Tidied up CompEnhancement.txt</title>
<description><![CDATA[Edit - Screwed up the file... will re upload in five minutes.<br />
<br />
Gonna be longer than I thought. In order to make tech progression smooth I need to stagger the techs.]]></description>
<pubDate>Thu, 02 Dec 2010 16:47:51 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-61400.html#61400</link>
<guid>http://www.spaceempires.net/ftopicp-61400.html#61400</guid>
</item>

<item>
<title>Tidied up CompEnhancement.txt</title>
<description><![CDATA[That's exactly what is needed. When several components have the same family number, whichever component is LAST in the list (and available via tech requirements, etc) is the one that will be available if all obsolete are hidden.<br />
<br />
What I was looking at was changing all the family numbers to match the original Stock component (or facilities for that matter).<br />
<br />
I tried to keep consistant in having the order already go from:<br />
unique version<br />
stock version<br />
enhanced version<br />
<br />
but there might be a few instances where that order isn't quite the case.]]></description>
<pubDate>Thu, 02 Dec 2010 10:45:18 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-61387.html#61387</link>
<guid>http://www.spaceempires.net/ftopicp-61387.html#61387</guid>
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<item>
<title>Tidied up CompEnhancement.txt</title>
<description><![CDATA[... I phrased that poorly. What I mean is making all three comps all the same family good enough by itself? Or will that screw up other things? (still new to SEIV modding)<br />
<br />
Edit - I am ashamed. Extended Range Mount, I mispelled 'Cost' as "Coast"]]></description>
<pubDate>Thu, 02 Dec 2010 05:00:31 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-61380.html#61380</link>
<guid>http://www.spaceempires.net/ftopicp-61380.html#61380</guid>
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<item>
<title>Tidied up CompEnhancement.txt</title>
<description><![CDATA[Hey, about that tech thing. What happens if change the family of all organic 1/2/3 techs to the enhanced one? That wouldn't directly affect the requriements would it?]]></description>
<pubDate>Thu, 02 Dec 2010 01:26:33 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-61379.html#61379</link>
<guid>http://www.spaceempires.net/ftopicp-61379.html#61379</guid>
</item>

<item>
<title>Tidied up CompEnhancement.txt</title>
<description><![CDATA[Hey, that's great. That's how DN4 got to be what it is: Lots of input and contributions from those who play.]]></description>
<pubDate>Thu, 02 Dec 2010 00:32:06 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-61378.html#61378</link>
<guid>http://www.spaceempires.net/ftopicp-61378.html#61378</guid>
</item>

<item>
<title>Tidied up CompEnhancement.txt</title>
<description><![CDATA[Awesome, I am glad you like it.<br />
<br />
I didn't alter the order of mounts so that they would be used by the AI like you had set it up. (I did a little research, I was gonna move 'em all to the bottom of the list, ideally hidden, but I learned that they would not work if I did)<br />
<br />
I see the reasons for the 49%... If I may suggest, put the 51% back on your economy mounts, but leave the description as I put it. 50% is essentially the same thing and I see no need to break the even numbers.<br />
<br />
I will make no promises, but I am a tinkerer, I like taking something almost excellent and making it perfect. So there is a chance that I will decide to address the tech families.]]></description>
<pubDate>Wed, 01 Dec 2010 23:20:55 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-61375.html#61375</link>
<guid>http://www.spaceempires.net/ftopicp-61375.html#61375</guid>
</item>

<item>
<title>Tidied up CompEnhancement.txt</title>
<description><![CDATA[Polish is good. Very good.<br />
I've got an item on my fix list to go through the components file and do something similar. With each new version I've done some clean-ups but what I plan on doing next is redoing family numbers for racial components, unique versions of racial components and what I call Enhanced versions (which is if a specific race finds the unique version of their component, they end up with a more powerful version.)<br />
<br />
Right now, all 3 types have their own family numbers just because it was easier to get everything added in the beginning. But what I want to do is set them all to the same family number so that you only see the most current version.<br />
<br />
Example:<br />
There are 3 versions of organic armor:<br />
Symbiotic Armor (unique version findable by anyone)<br />
Organic Armor (racial version, same as stock except goes to level 5)<br />
Living Armor (what happens when an organic race finds Symbiotic Armor)<br />
<br />
As it stands right now, if an organic race found this unique version, they have all 3 available. I want to change the family numbers so that they would only see the best option available unless they were looking at obsolete componets too.<br />
<br />
It's a fairly big project but it's on my list for v4.30.]]></description>
<pubDate>Wed, 01 Dec 2010 22:22:28 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-61368.html#61368</link>
<guid>http://www.spaceempires.net/ftopicp-61368.html#61368</guid>
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<item>
<title>Tidied up CompEnhancement.txt</title>
<description><![CDATA[That is wonderful! Thanks! I really do appreiate it and plan on giving full credit where credit is due :)<br />
<br />
A couple of comments just so you are aware. the 49% structures were on purpose. If you apply 50% reduction to something that has 1 kt structure (like a 1 kt Cargo Space component) you end up with a component that has 0 kt structure. In SEIV, that means you've now got an indistructible component and no matter what you try, that ship cannot be destroyed, hence 49% instead of 50%.<br />
<br />
There is also a concern about the order of mounts in the file. All the AI's will always apply the LAST applicable mount to any given component placed on a ship, which is why, for example, all the colony module mounts are last in the list. I'm sure that some sorting is definetly needed and will have to test how the AI reacts to the changed order. It's really too bad that AI Tags are not usable on mounts...<br />
<br />
I love the other changes. Removing the flavor text and standardizing the descriptions is wonderful. Thank you for this!]]></description>
<pubDate>Wed, 01 Dec 2010 22:15:01 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-61366.html#61366</link>
<guid>http://www.spaceempires.net/ftopicp-61366.html#61366</guid>
</item>

<item>
<title>Tidied up CompEnhancement.txt</title>
<description><![CDATA[Hey, Bearclaw. I ended up redoing all your mount descriptions, here is the file if you are interested. I made very few changes to the actual stats and will note them below.<br />
<br />
- Consistantly uses same format, all stats are percentile modifiers. 25% damage is written as -75% Damage, 400% Size is written as +300%. <br />
<br />
-All stats are in a set order (Cost, Size, Damage, Shields, Accuracy, Range, Structure, Consumption) but are grouped with similiar modifiers. For instance, "+10% Cost, Size and Structure, -5% Damage"<br />
<br />
- Removed flavor text, all there is in the descriptions are the stats. The mount names are a pretty good description for what the mount is for. The list is much easier to read like this, and I think it even looks better.<br />
<br />
- Supply Usage is phrased 'Consumption'<br />
<br />
- Enhanced 'Normal' mounts for some units, like weapon platforms, were renamed 'Standard.' Normal generally means nothing special, whereas something fancy can be the standard.<br />
<br />
- Giant mount renamed Gigantic (think it sounds better)<br />
<br />
- All AI mounts are called "AI  Mount," have AI mount as thier short name and have had thier tags removed so they appear as regular components.<br />
<br />
Data Table changes below;<br />
<br />
- the stats that were 49% were rounded to 50%. If there is a reason it was 49% I am curious.<br />
<br />
- Heavy satellite mount had 300% structure. Certain that it was a typo that was dropped to 175% to bring it in line with other satellite mounts.<br />
<br />
- one of the colong mounts had different stats for the damage modifier, certain that it would make zero difference I put it in line with other colony mounts.<br />
<br />
http://files.spaceempires.net/user/2726/CompEnhancement.zip<br />
<br />
I hope you will like it, I tried to make it an polished as possible. If you want to use it in your mod feel free, and don't worry about credit.]]></description>
<pubDate>Wed, 01 Dec 2010 22:01:09 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-61365.html#61365</link>
<guid>http://www.spaceempires.net/ftopicp-61365.html#61365</guid>
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<title>Population Transports and Ministers</title>
<description><![CDATA[Never mind. After nearly a year idle, the slacker got to work]]></description>
<pubDate>Sat, 27 Nov 2010 10:07:48 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-61222.html#61222</link>
<guid>http://www.spaceempires.net/ftopicp-61222.html#61222</guid>
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<title>Population Transports and Ministers</title>
<description><![CDATA[Not too hopeful about a reply here... but I found this mod and have been having a great time with it, except my population transports aren't.<br />
<br />
I have turned on the 'Transports' minister, as well as setting my ship to 'Population Transport' design type. After activiating the minister it just sits there month after month.]]></description>
<pubDate>Sat, 27 Nov 2010 09:48:24 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-61221.html#61221</link>
<guid>http://www.spaceempires.net/ftopicp-61221.html#61221</guid>
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<title>Dark Nova 4.29 fix list</title>
<description><![CDATA[Recently, there's been renewed interest in Dark Nova 4 on the PBW2 site. After playing several turns of a new game, I've compiled a list of fixes to put out into v4.29. I've got a fair amount of 'hotel time' next month because of work so I'm looking at getting this update out for then. <br />
<br />
I wanted to post here my proposed fix-list so that I can get feedback and (hopefully) suggestions from others on what else should be on this list or options for how to make some of the proposed improvements.<br />
<br />
v4.29<br />
-increase kt of unique/racial hulls (+ other benifit?)<br />
-increase range of unique/racial hulls to full range (dreadnaughts. worldships?)<br />
-increase production from hybrid resource facilities<br />
-Reduce size of Shells<br />
-increase power of unique racials (almost even with racial?)<br />
-increase power of Enhances techs<br />
-nuclear/fission reactor, fusion reactor, anti-matter reactor (weaker versions of quantum reactor)<br />
-better balance PD weapons (lasers &amp;amp; Flak should do more damage. normal PD should do less than others)<br />
-remove colony slug ship<br />
-adjust speed of transports (too fast compared to other hulls)<br />
-add Dark Nova Reboot empires<br />
---	Dark Star Alliance<br />
---	Black-Star Hegemony<br />
---	Star Empire of Terra<br />
---	Interstellar Confederacy<br />
---	Cardassian Union<br />
---	Tal'Rann Hive Imperium<br />
---	Meropa Hive<br />
---	Andorian Consortium<br />
-add Devnull mod unique techs <br />
-change Devnull mod unique techs to 5 levels<br />
-psychic Intel ability<br />
-change hand arms to 1st level?<br />
- More Projectile weapon types:<br />
---  Mass Driver Cannon<br />
---  Gauss Cannon<br />
---  Mag-Lev Projector<br />
---  Rail Gun<br />
- More Missile types<br />
---  Sprint Missile (staple in many mods now)<br />
---  Anti-Fighter Missile. Seeker. targets fighters, sats, drone. CSM-tpyw dmg, long range.<br />
---  Close Assault Missile. Heavy dmg, short range torpedo. targets base, ships.<br />
---  Heavy CSM. very heavy dmg, strong, very long range. larger kt than CSM.<br />
---  Tactical Missile. Heavy dmg at short/medium range. light dmg at max range. Otherwise same as CSM. Heavy resistance.<br />
- More Energy Weapons (Streamed and Pulsed)<br />
-Null-Space <br />
---  Null-Space Torpedo (seeker)<br />
-redo cybernetic tech<br />
-redo neural unique tech?<br />
-improve CHON hull size<br />
-increase/adjust combat option for non-military ships (worse in combat)<br />
-add larger hybrid resource facility options (home world options)<br />
-decrease cost of home world facilities<br />
-shells- look at 'spacer' components to keep all current levels of shells visible (organic and crystal shells)<br />
-change/reduce tech requirments for Arcologies/homeworld facilities<br />
-change solar sails/laser sails if only sails +2 propulsion]]></description>
<pubDate>Mon, 27 Sep 2010 18:29:07 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-59971.html#59971</link>
<guid>http://www.spaceempires.net/ftopicp-59971.html#59971</guid>
</item>

<item>
<title>Dark Nova 4.29 fix list</title>
<description><![CDATA[Recently, there's been renewed interest in Dark Nova 4 on the PBW2 site. After playing several turns of a new game, I've compiled a list of fixes to put out into v4.29. I've got a fair amount of 'hotel time' next month because of work so I'm looking at getting this update out for then. <br />
<br />
I wanted to post here my proposed fix-list so that I can get feedback and (hopefully) suggestions from others on what else should be on this list or options for how to make some of the proposed improvements.<br />
<br />
v4.29<br />
-increase kt of unique/racial hulls (+ other benifit?)<br />
-increase range of unique/racial hulls to full range (dreadnaughts. worldships?)<br />
-increase production from hybrid resource facilities<br />
-Reduce size of Shells<br />
-increase power of unique racials (almost even with racial?)<br />
-increase power of Enhances techs<br />
-nuclear/fission reactor, fusion reactor, anti-matter reactor (weaker versions of quantum reactor)<br />
-better balance PD weapons (lasers &amp;amp; Flak should do more damage. normal PD should do less than others)<br />
-remove colony slug ship<br />
-adjust speed of transports (too fast compared to other hulls)<br />
-add Dark Nova Reboot empires<br />
---	Dark Star Alliance<br />
---	Black-Star Hegemony<br />
---	Star Empire of Terra<br />
---	Interstellar Confederacy<br />
---	Cardassian Union<br />
---	Tal'Rann Hive Imperium<br />
---	Meropa Hive<br />
---	Andorian Consortium<br />
-add Devnull mod unique techs <br />
-change Devnull mod unique techs to 5 levels<br />
-psychic Intel ability<br />
-change hand arms to 1st level?<br />
- More Projectile weapon types:<br />
---  Mass Driver Cannon<br />
---  Gauss Cannon<br />
---  Mag-Lev Projector<br />
---  Rail Gun<br />
- More Missile types<br />
---  Sprint Missile (staple in many mods now)<br />
---  Anti-Fighter Missile. Seeker. targets fighters, sats, drone. CSM-tpyw dmg, long range.<br />
---  Close Assault Missile. Heavy dmg, short range torpedo. targets base, ships.<br />
---  Heavy CSM. very heavy dmg, strong, very long range. larger kt than CSM.<br />
---  Tactical Missile. Heavy dmg at short/medium range. light dmg at max range. Otherwise same as CSM. Heavy resistance.<br />
- More Energy Weapons (Streamed and Pulsed)<br />
-Null-Space <br />
---  Null-Space Torpedo (seeker)<br />
-redo cybernetic tech<br />
-redo neural unique tech?<br />
-improve CHON hull size<br />
-increase/adjust combat option for non-military ships (worse in combat)<br />
-add larger hybrid resource facility options (home world options)<br />
-decrease cost of home world facilities<br />
-shells- look at 'spacer' components to keep all current levels of shells visible (organic and crystal shells)<br />
-change/reduce tech requirments for Arcologies/homeworld facilities<br />
-change solar sails/laser sails if only sails +2 propulsion]]></description>
<pubDate>Mon, 27 Sep 2010 18:28:37 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-59970.html#59970</link>
<guid>http://www.spaceempires.net/ftopicp-59970.html#59970</guid>
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<item>
<title>Is there a tech tree for this mod?</title>
<description><![CDATA[I've got it on my list to create a wiki for the mod, but it just never seemed to happen. This makes the second request in a week so I guess I better get on that. <br />
<br />
As Lorq13 states, I tried to be as comprehensive as possible in the Excel file included in the Mod.]]></description>
<pubDate>Sun, 04 Jul 2010 01:07:51 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-57770.html#57770</link>
<guid>http://www.spaceempires.net/ftopicp-57770.html#57770</guid>
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<item>
<title>Is there a tech tree for this mod?</title>
<description><![CDATA[Yeah, that's what I thought.<br />
<br />
There is also an excell file in the Mod info files folder that is quite useful.]]></description>
<pubDate>Fri, 02 Jul 2010 23:56:28 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-57762.html#57762</link>
<guid>http://www.spaceempires.net/ftopicp-57762.html#57762</guid>
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<item>
<title>Is there a tech tree for this mod?</title>
<description><![CDATA[The easiest answer to that is yes, go to the Data folder of the Mod, and read the TechArea file  :wink:]]></description>
<pubDate>Fri, 02 Jul 2010 20:45:19 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-57759.html#57759</link>
<guid>http://www.spaceempires.net/ftopicp-57759.html#57759</guid>
</item>

<item>
<title>Is there a tech tree for this mod?</title>
<description><![CDATA[This mod seems quite extensive, and to help me get to know it better, I wonder if there is a tech tree or other comprehensive tech list for this mod?]]></description>
<pubDate>Fri, 02 Jul 2010 03:31:05 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-57742.html#57742</link>
<guid>http://www.spaceempires.net/ftopicp-57742.html#57742</guid>
</item>

<item>
<title>Boarding Parties in DN4</title>
<description><![CDATA[Well I guess now the only thing is to make sure I eradicate the hippies controlling my attack ships... :) <br />
Or maybe the United Floral Empire hires out marines every now and again.]]></description>
<pubDate>Wed, 30 Sep 2009 23:31:07 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-52421.html#52421</link>
<guid>http://www.spaceempires.net/ftopicp-52421.html#52421</guid>
</item>

<item>
<title>Boarding Parties in DN4</title>
<description><![CDATA[Not that I'm aware of... Though I guess it could have. <br />
<br />
I double-checked what I had added Boarding defense abiltiy to and none of those components are on the list. I'm not sure what's going on. <br />
<br />
Maybe your space marines are just pansys :)<br />
<br />
"We've come to take over this ship! Here, have a flower for your troubles"]]></description>
<pubDate>Wed, 30 Sep 2009 10:26:20 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-52399.html#52399</link>
<guid>http://www.spaceempires.net/ftopicp-52399.html#52399</guid>
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