Re: Alpha Centauri Mod Discussion Thread
Thanks Fyron, for pointing me in the direction of your mod tutorial. It looks extremely helpful. Aside from that and SJ's tech gridder, are there any other "must have" modding tools, or "must see" sites?
Welcome aboard Taera! It's great to have you. I like your idea about fungus monsters. Perhaps we could change the Psychic weapons a bit and make them Psionic weapons. They wouldn't capture ships, but they would wipe out the crew (very nasty).
Hugh, those are some great ideas about the facilities and the tech tree. I'm sure we could mod them as you described.
I think we might be able to arrange something about the number of facilities as well. What if we modified the Advanced Storage Techniques trait to 100% instead of 20%, and then made its cost 0 and gave it to all the factions? Then every colony would have twice as many facility slots. I wonder if that would work?
I think at this point we need to figure out how we want to organize ourselves. Do we discuss all of our general ideas first, then work on specifics later? Or, do we jump right in and start modding now, and work out the details as we go along? Do we want a communal style where we all keep our hands in everything, or should we work individually on our specific tasks and report here as needed?
Unless someone else would like to do it, I am willing to act as general coordinator. I will also be able to do a ship set (it took me a year to do my first one - even if it takes me a quarter of the time for set number two, that's still three months), and work on some of the text files to.
Hugh, you wanted to do the Progenitors, which is great. Is there anything else you're interested in (perhaps facilities and research)?
Taera, what would you like to do? I'd love to see what kinds of ship sets you could do for the different factions, but I know you prefer to focus your efforts on the Taera.
Oleg, are you interested in working on the mod as well?
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