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		View Poll Results: Star Wars Mod
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			Absolutely
		
		
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			Hell No
		
		
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			Sure, but your wasting your time
		
		
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			Whatever
		
		
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				September 14th, 2006, 11:48 AM
			
			
			
		  
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				National Security Advisor 
				
				
				
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				Re: Gaging the Need
			 
             
			
		
		
		
		My solution is to build both mods at once.    
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				September 14th, 2006, 12:00 PM
			
			
			
		  
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				Shrapnel Fanatic 
				
				
				
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				Re: Gaging the Need
			 
             
			
		
		
		
		SE V, once released, will more or likely require a significant amount of modding time in order to produce a quality mod.  And given the fact that many things will change over the course of then next few months following the release of SE V, modding the game so soon after its release might prove to be more of a waste of time early on. 
 
Also modding SE V is not like modding SE IV.  While you have far more modding options with SE V, modding SE V requires a significant dedication and pronounced effort.   
 
As to making ship sets for SE V, it can be done with DOGA, but again texturing the models has proven to be a nightmare that I have yet been unable to overcome. 
		
	
		
		
		
		
		
		
			
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				September 14th, 2006, 05:24 PM
			
			
			
		  
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				Re: Gaging the Need
			 
             
			
		
		
		
		I'd wait for SEV to come out, then choose which one to make the mod for. Right now, all you have is other peoples' opinions. 
		
	
		
		
		
		
		
		
			
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				September 14th, 2006, 07:05 PM
			
			
			
		  
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				Re: Gaging the Need
			 
             
			
		
		
		
		I get the impression that you want to hardcode the ship designs in this mod... is that accurate? 
		
	
		
		
		
		
		
		
			
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				September 14th, 2006, 07:18 PM
			
			
			
		  
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				Re: Gaging the Need
			 
             
			
		
		
		
		Yes to some degree I do.  The one thing I've noticed about both EAW and REbellion is that the ships all have pre-set amounts for fighters and troops. 
 
Engines and weapons will be added by the player in the design process along with other support components such as mine sweepers, layers, bonus sensors and other items. 
		
	
		
		
		
		
		
		
			
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				September 14th, 2006, 09:37 PM
			
			
			
		  
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				Re: Gaging the Need
			 
             
			
		
		
		
		Well, first you should consider if such restrictions are truly a good thing... 
 
If you still want to, then you will probably want to use SE5 to allow greater control over such things. 
		
	
		
		
		
		
		
		
			
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				September 15th, 2006, 01:41 AM
			
			
			
		  
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				Re: Gaging the Need
			 
             
			
		
		
		
		Good point. 
		
	
		
		
		
		
		
		
			
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				September 15th, 2006, 09:46 AM
			
			
			
		  
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				First Lieutenant 
				
				
				
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				Re: Gaging the Need
			 
             
			
		
		
		
		It's still a mod, with the PLAYER ultimately designing the ships. If you don't want somebody doing something that could upset balance of the ship designs then it would be better to hardwire the ships. "Give someone enough rope and see where they hang out."       
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				September 15th, 2006, 03:12 PM
			
			
			
		  
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				Re: Gaging the Need
			 
             
			
		
		
		
		Hard-coding ship designs doesn't seem very fun to me. Should I bring out the Canon Cannon?    
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				September 15th, 2006, 04:12 PM
			
			
			
		  
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				Re: Gaging the Need
			 
             
			
		
		
		
		Its star wars not space empires.  By the time the rebellion was formed most of the major research was done for both the empire and the rebellions.  They had fighters, large ships, and standard technology.  If you want to research massive amounts of technology, and design every faciet of a Star Destroyer then this mod won't be for you. 
 
In order to achieve the feel of the Star Wars universe, hard coding the ships to limit the amount of fighters and troops they can carry is essencial.  It is the Star Wars way. 
		
	
		
		
		
		
		
		
			
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