Re: PCMod under construction. Permissions needed.
thanks to all who have given the thumbs up to use their work. i am currently ripping stuff off, post haste.
I currently have advanced tech trees made for all the racial techs, and crossovers technologies established between all of the different combinations of racial technologies. since the techs do not quite ballance out, i have tailored the cost of the advanced racial traits.
racial disadvantages are working, and since dependancies/conflicts do not work because of hard code problems, there are not any negative traits that cost more that their positive counterpart (which matches the standard trait model, and i think ballances well.)
I have tweaked some of the technologies you will be familliar with from the mods, but they remain the same in principal so it should not be a very big streach. There are all the ship classes from the glorious DevnullMod, and the awesome physics based movement (or a slightly tweaked Version thereof) from P&N. two new engine types (there were pictures for them, so it would have been an injustice not to use them) to round it out.
a couple new hull types, a compromise between P&N and DevNull armor, and a very tweaked Version of organic ship construction.
I had to avoid a personal prejudice and keep nausia technology out of the mod.
I did hide one supprise in there, but 99% of the mod will show up in the readme. most of the tweaking that has to be done deals with the theme based 'spaceborne' and 'planetbound' racial traits discussed in a couple of the theme based threads floating about here.
questions, comments, suggestions, or prohibitions are welcome.
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"...the green, sticky spawn of the stars"
(with apologies to H.P.L.)
edit: "...and crossovers technologies" ****, i even type with a lisp when im drunk.
[This message has been edited by Puke (edited 04 September 2001).]
[This message has been edited by Puke (edited 04 September 2001).]
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...the green, sticky spawn of the stars
(with apologies to H.P.L.)
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