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Colony Tech Mod v1.0.0
Whee, I finally release a mod that is vaguely usable! http://forum.shrapnelgames.com/images/icons/icon10.gif Thought of the idea on the way home from school, so here's the...
COLONY TECH MOD v1.0.0 This mod is designed to curb the cheesy "colony tech trading" that occurs so often in PBW games. It makes colony techs racial-trait-based so a Rock race cannot trade its colony tech with an Ice or Gas race, etc. Note that researched colony techs can still be traded between races with the same planet types - two Rock races can exchange ice or gas tech, for instance. In addition, the colony components for colony techs that are not of one's native planet type are twice as large and expensive, and a 500 kT Ark Ship has been added to hold these colony components (Ship Construction L3). As of yet, there is no AI for this mod, though it would not be difficult to modify any race AI to use this mod, all that would be required would be changing the research and general files so the AI picks the appropriate racial trait and researches the appropriate tech for its home planet type. |
Re: Colony Tech Mod v1.0.0
Hmm... that is a cool idea! Mind if I borrow it for Adamant Mod? http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Colony Tech Mod v1.0.0
Damn it! I was already doing that in my top secret super complex mod...
Oh well. There is always the other stuff... |
Re: Colony Tech Mod v1.0.0
You do realize that you only need Settings.txt and the modded data files now, right? You do not need all the data files that have no changes in them for the mod to run under 1.84. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Colony Tech Mod v1.0.0
What's to stop a race with base Ice type from picking the Rock racial type? (other than the Boo! Hiss! from other players. http://forum.shrapnelgames.com/images/icons/icon12.gif )
Phoenix-D |
Re: Colony Tech Mod v1.0.0
Honor mostly. They don't get to have more colony techs to start with, but they could still be a cheesey player and be able to get the other colony tech types.
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Re: Colony Tech Mod v1.0.0
Quote:
That way, if someone tries to cheat, they'll be hosed and permanently lose the ability to colonize the planets of the racial trait they chose. |
Re: Colony Tech Mod v1.0.0
Hmm, I still got errors after moving settings.txt in, so I moved the rest of the files in... must have been something else then...
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 |
Re: Colony Tech Mod v1.0.0
Do you mind if I borrow this as well?
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Re: Colony Tech Mod v1.0.0
"THe mod could be altered so that the colony tech the player is SUPPOSED to start with costs a billion research points to research."
Sneaky. I like it. http://forum.shrapnelgames.com/images/icons/icon7.gif Phoenix-D |
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