Quote:
bearclaw said:
Did Aaron not say that the actual resources will be moddable with something like 5 different resource 'slots' availiable? This would mean that even if personel and/or manpower are not in SEV stock game, both of these options and many many more could easily be modded into it.
(starts drooling, thinking about the possiblities...)
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Really? I recall the sample data files he showed us had just the standard 3 resources as costs for a component... of course that might change... and of course with Labels.txt you can rename anything in the game so if you want to call your resources "material", "labor", and "energy", or "ironium", "boranium", and "germanium", or even "time", "talent", and "treasure" (for a church ministry mod?

) or "health", "mana", and "chi" (if you come up with the crazy idea of turning SE5 into a fantasy RPG

)... ok, I'll stop rambling on about all the wondrous possibilities
