No Biomass Mod


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#1 Strahd

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Posted 09 February 2004 - 11:39 PM

This mod is the veary beginning of the Stargate Mod and it needs testing so if anybody is willing or have the time to do so please download it here!

The mod was made for the 1.3 version of UFO:AM so just put it in your UFO:AM directory and run the game.

NOTE: Please run it on the clean install of the game since the mod changes a lot in the R&D and ufopedia hence it's not compatibile with most mods out there (like any RB mods) but it can safley be used with any music and sound (and alike) mods since they don't touch does files.

Please report bugs to Stargates forum in the appropriate topic here!
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#2 Cpl. Facehugger

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Posted 09 February 2004 - 11:40 PM

Couldn't you just keep the biomass and say that it is the replicator mass? :)

:)
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#3 Strahd

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Posted 09 February 2004 - 11:53 PM

Well replicators never did anything like this well ok one time but they were trapped in a time bubble but I doubt anyone would wanna trap earth the same way  :)
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#4 Cpl. Facehugger

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Posted 10 February 2004 - 12:00 AM

You could always say that those sneaky little buggers managed to escape! :)

It was just a suggestion. Preferably, I would perfer it if they were left out (it seems like you are doing this. :))
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#5 Aralez

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Posted 10 February 2004 - 10:57 AM

Ok, downloaded it! I gonna test asap.

#6 izchan

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Posted 12 February 2004 - 02:20 AM

Downloaded and Testing.
can you tell us what to expect? other than no biomass ... :)
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By: Izchan

#7 Strahd

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Posted 12 February 2004 - 06:32 PM

No biomass that's it for the moment :)
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#8 Aralez

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Posted 13 February 2004 - 10:56 AM

I tested it for a while now. First thing i saw was that it wasn't named in the correct way (to get the game to see it) it was named modnobiomass.vfs, i think it has to be named nobiomass_mod.vfs. (Fulby: is this correct?)

I changed that as i wanted it to work  :) and played some days (sim-time) with it enabled. No problems so far. Cheats still work (finshrd) and the game seems to be ok.

I unpacked the mod and couldn't find any OBVIOUS error, seems ok, too.

So, I would say: Test passed  :)

Btw, seeing the files used in it i think your mod should work with the RBMOD 5.5.
Maybe when the new glossary is done by Llama8 that will change, though.

Oh and i had another thought: Maybe you could do a stand-alone-version of this mod for those guys which don't want to see any Biomass in their game? Maybe even as an Alpine plugin?

#9 Strahd

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Posted 13 February 2004 - 12:53 PM

Well actually it is stand alone mod for the moment since nothing else is moded!

Well I had it as modnobiomass.vfs and it worked with no problem with version 1.3.

Did you get the message that you have developed the biomass repulsitor(or something like that) bases? I got it and it is the only thing I can't find where to disable! (to me it happened just as I finished the Area 51 mission).

I'm not shure what RB mods do but if they are adding new weapons and the research option for them the the two are not compatibile.
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#10 Fulby

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Posted 13 February 2004 - 01:17 PM

As far as I know it's "mod*.vfs" that the game searches for.  Remember it used to be "*cfg.vfs" but that doesn't work any more.  If you got a mod to work with "*mod.vfs" then I'm not sure how that worked.

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#11 Aralez

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Posted 18 February 2004 - 07:54 PM

Seems both name versions work albeit i only tested one e.g. 56_mod.vfs

#12 izchan

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Posted 20 February 2004 - 04:18 AM

Have tested it for a few days now, the only thing that I noticed is that no aliens are detected at all ... even after I have developed alien detection ... is that me? or is that a bug? I have 7 bases, all around the american continent.
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By: Izchan

#13 BlackAlmaz

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Posted 20 February 2004 - 04:24 AM

so does it work?
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#14 Strahd

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Posted 22 February 2004 - 07:41 PM

Well I haven't tested it from the American starting point but it worked fine from the Azian. Just keep playing and tell me what happens please.
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#15 izchan

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Posted 24 February 2004 - 03:10 AM

Will keep on testing. Been stuck at the office for the pass few days.
Mod testing will have to wait for night time.
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By: Izchan

#16 Kirill

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Posted 12 December 2006 - 04:18 PM

Sorry to bump this oldie, but does any1 still has this mod?

Im playing UFO:AM and i have a graphic problem with biomass (I cant see it). I tried every solution posted on the internet but nothing works, and then i found about the no biomass mod (nobiomassmod.vfs).
I read that you guys hosted it and i was wondering if you still have it. If so, would you plz upload it/mail it (sinresaca [at] gmail [dot] com)?

Thanks in advance

#17 Bomb Bloke

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Posted 13 December 2006 - 09:15 AM

I checked Archive.Org, they have the site the mod was on but not the file itself.

You might be able to get in touch with the original author if no one here has the file. Check this old page for a mail address.
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#18 Kirill

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Posted 13 December 2006 - 01:05 PM

Thanks!

I've already mailed him to his forum email address, but i'll try again to this address.

#19 Zombie

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Posted 13 December 2006 - 04:07 PM

His email address at that page is strahd@ufoaftermath.co.uk and since that website was consumed by StrategyCore, a message sent there will be bounced back, so don't even bother. :)

I have contacted both Slaughter (webmaster at the old ufoaftermath.co.uk and an Admin here) as well as Aralez. If these folks don't have it or don't know where to find it, the only other option is to try and get in touch with the remaining developers/testers etc. Most will have accounts here at SC since member accounts of that site were merged into our database. The problem is that they haven't been active here in years. But who knows, we may get lucky with one of them.

Archive.org never archives files. I suppose this is to cut down on page sizes. They do archive pictures sometimes though. :)

[Late Edit: Slaughter says we may still have this file on a backup of the old site, Pete contacted].

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#20 Kirill

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Posted 13 December 2006 - 07:25 PM

Thanks for the fast response! I hope im not causing too much trouble :S




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