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Re: Colony Tech Mod v1.0.0
WOuld it be possible to split the colonisation tech trees so that the actual tech is sitting at the top of ten or twenty empty levels? That way you'd have to analyse 10 or 20 colonisers in order to get the tech. I think it would also stop trading techs with the AI pretty effectively, although it wouldn't deter humans.
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Re: Colony Tech Mod v1.0.0
if he's talking about three sets of 3 colonization techs, one for each racial planet type, that should stop trading effectively. or if you were talking about 'taking an extra', ignore me.
[ April 24, 2003, 08:31: Message edited by: narf poit chez BOOM ] |
Re: Colony Tech Mod v1.0.0
Ed,
I want to incorporate your colony mod into a mod I'm hammering out right now. You will, of course, get credit in the readme. S'okay by you? |
Re: Colony Tech Mod v1.0.0
I've found an odd bug in the way the colony types are assigned.
Pick a Rock homeworld and Ice colonization. You get..just rock colonies. No problem! Do the same with rock/gas or ice/rock or ice/gas. Same. But pick "gas natives" and rock or ice homeworld and you get a bonus colonization tech! |
Re: Colony Tech Mod v1.0.0
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Re: Colony Tech Mod v1.0.0
Very cool.
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Re: Colony Tech Mod v1.0.0
Ed. I have taken this one step further.
Unique Trait for each players starting position. Added to all components... Now nothing can be analyzed. Only used. |
Re: Colony Tech Mod v1.0.0
That is insane. http://forum.shrapnelgames.com/images/icons/icon12.gif Are you going to post it?
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Re: Colony Tech Mod v1.0.0
yep part of the sweet mod series... quite easy to do....
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Re: Colony Tech Mod v1.0.0
ok i did the componets and ships/ units...
anything else ??? |
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