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Re: [Planning] Unofficial SEIV Expansion Pack
I've opened up a development group on Google that should help us collaborate a little better, especially once we start flinging files around.
http://groups.google.com/group/use4ep-development/ |
Re: [Planning] Unofficial SEIV Expansion Pack
Not to be negative, but I am telling you that this selling concept can only end badly. I have been through with it some very skilled and up front people over a Tribes deal and it ended very badly. (I mean VERY badly.)
However if your going to give it a whirl, and can use any of my stuff, I give you permission to do so as long as any portion of my percentage of the profit goes toward PBW as a donation. |
Re: [Planning] Unofficial SEIV Expansion Pack
Atrocities, I think I know where you're coming from. That's why I think this will be better (and more fun):
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Re: [Planning] Unofficial SEIV Expansion Pack
Do you guys thing the expansion should include Ed Kolis's Colony Tech Mod 2?
I think having untradeable colony techs without the need to select a special racial trait would be a worthy addition. |
Re: [Planning] Unofficial SEIV Expansion Pack
Without making them racial techs? How does that work?
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Re: [Planning] Unofficial SEIV Expansion Pack
It exploits a quirk with unique tech area handling. link
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Re: [Planning] Unofficial SEIV Expansion Pack
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Re: [Planning] Unofficial SEIV Expansion Pack
You might consider looking at such mods as Adamant's racial traits to see how they use REQUIRED negative values to further limit cheating and such.
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Re: [Planning] Unofficial SEIV Expansion Pack
I though the required abilities field didn't work. I'll have to take a closer look at Adamant.
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Re: [Planning] Unofficial SEIV Expansion Pack
What he is referring to is adding a trait to give, say, 10000 points, then making the colony tech traits cost 10000 points. This strongly discourages players from taking 2 colony tech traits.
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