Re: MOD developers wanted
Ah, I suppose I can do that. Can't go into too much detail we've just made the first Version of the mod with all racial techs moved into the standard tech tree and the AIs have been modified to compensate for the removal of the racial tech areas. What we are doing is rather simple and yet involved:
1) All standard racial techs become part of the standard tech tree but cost much to get ahold of. - This has been done the Racial Studies techs cost 500,000 points(same as colonisation) to get access to all the tech from that racial tech. e.g. Temporal with 2 levels of Temporal Studies is 200,000 for level 1 and 300,000 for lvl2 while Organics with one level of Organic Engineering is 500,000 for that tech. After that the Technology and Weapons trees cost the same as usual.
2) The dev team(5 or 6 people we have 2 possibly 3 already) will then have new racial tech areas made based on their empires. - This is the current phase we are working on. The R'kallian and Eteru racial tech trees are currently in the conceptual stage with only a few components created. The names are provisional until we come up with the final Version of the MOD.
3) All Races and Neutral Races are to be replaced with new ones(some created by the dev team, others MODded from other racestyles default or player created) customised for the MOD. Each member of the dev team will have a racestyle with the best AI possible in the Races folder and all neutrals will be modified to use racial points instead of staying "average" with no advance traits - thus making them a bit more difficult.
That's the basic outline of what we are doing. Step 1 is done, Step 2 is underway, Step 3 to follow as soon as Step 2 is done. We are also modifying the stteings file and adding more system names although that's nothing major. We need some goog graphics people for the new component pics and we are also adding 2-3 new planet sizes whixh we will need pics for.
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Grand Admiral Thei R'vek
R'kallian Shadow Imperium
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