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-   -   Colony Tech Mod v1.0.0 (http://forum.shrapnelgames.com/showthread.php?t=9253)

dogscoff April 24th, 2003 08:55 AM

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.

narf poit chez BOOM April 24th, 2003 09:15 AM

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 ]

General Woundwort June 5th, 2003 04:14 PM

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?

Phoenix-D June 7th, 2003 12:31 AM

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!

Fyron June 7th, 2003 12:40 AM

Re: Colony Tech Mod v1.0.0
 
Quote:

Originally posted by Ed Kolis:
Sure, go ahead and use this idea in Adamant, P&N, Proportions, or whatever your personal mod is! Always glad to help! http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Ed posted this a bit back. So, it answers some requests that have been made. http://forum.shrapnelgames.com/images/icons/icon12.gif

dumbluck June 7th, 2003 05:20 AM

Re: Colony Tech Mod v1.0.0
 
Very cool.

tesco samoa July 6th, 2003 04:19 PM

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.

Fyron July 6th, 2003 09:53 PM

Re: Colony Tech Mod v1.0.0
 
That is insane. http://forum.shrapnelgames.com/images/icons/icon12.gif Are you going to post it?

tesco samoa July 6th, 2003 10:47 PM

Re: Colony Tech Mod v1.0.0
 
yep part of the sweet mod series... quite easy to do....

tesco samoa July 6th, 2003 10:48 PM

Re: Colony Tech Mod v1.0.0
 
ok i did the componets and ships/ units...

anything else ???


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