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-   -   [In-Progress] Unofficial SEIV Expansion Pack (http://forum.shrapnelgames.com/showthread.php?t=32895)

Atrocities February 2nd, 2007 08:10 PM

Re: [Planning] Unofficial SEIV Expansion Pack
 
I have adopted this system for use with up coming SE IV AST 2.0 mod. I find that it lends itself very well to preventing PBW cheating of having more than one colony type from game start.

Fyron February 2nd, 2007 08:51 PM

Re: [Planning] Unofficial SEIV Expansion Pack
 
Or, you can use the colony tech 2.0 mod, which has no need for racial traits, and does the same exact job.

Gandalf Parker February 3rd, 2007 01:01 PM

Re: [Planning] Unofficial SEIV Expansion Pack
 
is there one that locks in preventing the trading of those also?

Suicide Junkie February 3rd, 2007 04:53 PM

Re: [Planning] Unofficial SEIV Expansion Pack
 
The ones mentioned prevent trading, yeah.

As a racial tech or a unique tech, they can't be traded except to somebody who already has it, which defeats the purpose.

douglas February 3rd, 2007 08:41 PM

Re: [Planning] Unofficial SEIV Expansion Pack
 
Colony Tech 2.0 I'm pretty sure can be worked around by means of analyzing ships. The racial trait scheme cannot.

Gandalf Parker February 4th, 2007 12:42 PM

Re: [Planning] Unofficial SEIV Expansion Pack
 
Personally I wouldnt mind if it worked analyzing ships.

Urendi Maleldil February 4th, 2007 12:56 PM

Re: [Planning] Unofficial SEIV Expansion Pack
 
I think that trading colony techs in a multiplayer game right off the bat between allies gives them an unfair advantage over the other players.

But I also think that requiring a player to select a racial trait to get any sort of colony tech is bad for both new players and absent-minded veterans. One of the worst things is to start a game only to find out you can't colonize anything. And if that's a multiplayer game, then everybody has to wait while they start the game over again.

Even if it doesn't fix the third problem of trading through tech analysis, the Colony Tech Mod 2 fixes those two problems. In that way I think it's better than stock.

Urendi Maleldil February 27th, 2007 03:15 AM

Re: [Planning] Unofficial SEIV Expansion Pack
 
I just noticed a problem with integrating the Colony Tech mod 2. In order to use it, AI research files have to contain the new colonization tech areas and can't include the old ones.

That means downloaded ship sets won't be compatible with it unless their AI files are modified by hand. Nuts. I really like the way the Colony Tech Mod 2 works.

Gandalf Parker February 27th, 2007 02:22 PM

Re: [Planning] Unofficial SEIV Expansion Pack
 
A mass updater can be done for shipset files.
Was this pack going to include more shipsets?
If sets were downloaded by a person later, would they refuse to work or just allow trading of colony tech?

If the second, then it still would only create a situation of semi-randomness where you MIGHT get some nations in the game that do and some that dont. That wouldnt be tood bad.

Urendi Maleldil February 27th, 2007 06:32 PM

Re: [Planning] Unofficial SEIV Expansion Pack
 
Newly downloaded ship sets would work, but they would generate annoying error messages and the AI for them would be unable to research any colony techs beyond their native one.


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