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Re: ReDesign Mod
I like the idea of this mod...
Too bad I'm doing something similar, and inevitably inferior http://forum.shrapnelgames.com/images/smilies/frown.gif |
Re: ReDesign Mod
This is a good mod idea. Don't you think about really pitiful techs like stream energy machines, paysant's agriculture, and such???
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Re: ReDesign Mod
Not really. I'm basing technology levels off of stock. Ion engines, anti-proton beams, the like. Racial technology, in my opinion, was too unbalanced. That's why I removed it. Probally going to replace it with more balanced components.
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Re: ReDesign Mod
1 Attachment(s)
It is here! Very much in alpha right now though. Ignore the errors that pop up, I don't think they will harm the game.
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Re: ReDesign Mod
Please tell me what you like/dislike about it so far, and what I could do to improve it.
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Re: ReDesign Mod
Sorry, but I have to ask.....
Did you do anything outside the Tech Area file? (Please note I simply looked into the actual files, haven't played it yet) And why do you use the stock dividers of Applied Science/Theoretical Science/Weapon Technology? Make Tech Types based on the theoretical starting techs, i.e. "Advanced Astrophysics", "Military Sciences", "Chemistry" and so on. In Capship (here he goes again with his beloved Capship) I created many tech types, including "Capital Ship Research", "Xeno-Archaeology", "Engineering", "Ship Construction" (I split up the Ship Construction tech area into about six or so projects), "Advanced Paraphysics" and so on. It gives the research screen a more orderly look in my eyes. |
Re: ReDesign Mod
Too much work for the alpha. I may do it at one time, just not now. I fiddled a bit with a few of the components, and removed racial tech. You'll also notice that crystalline restructuring plants can now be used by anyone http://forum.shrapnelgames.com/images/smilies/happy.gif
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