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  #21  
Old May 2nd, 2001, 11:57 PM

Marty Ward Marty Ward is offline
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Default Re: Bring back SE III Player Tech Levels!

Too bad , it's a great idea.
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  #22  
Old May 3rd, 2001, 01:12 AM

Kimball Kimball is offline
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Default Re: Bring back SE III Player Tech Levels!

I truly believe that the best way to do is like it was done in SE III. A player is given a set number and can choose whatever, as long as the prerequisites are met (must choose organic to open up organic tech etc...). Each RANDOM computer race could have their levels part of the _general.txt file, while the humans, and human added computer players, could acutally choose. It would be possible to select computer races and make them VERY tough. If an option is "100 starting tech levels" the humans could agree to use 20 and let the computer players use all 100. That would definitely make for some serious butt-kickings.
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  #23  
Old May 3rd, 2001, 01:59 AM

rdouglass rdouglass is offline
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Default Re: Bring back SE III Player Tech Levels!

Count my vote. I also miss that feature from SE3. I really like the idea of setting up AI opponents with different advanced traits - not necessarily racial traits, just advanced. Like what was mentioned for the Borg.

For instance, you could advance 1 AI's troops, another AI's fighters, anothers missle tech. Then you wouldn't really know what defensive position you should be focusing on untill you actually meet the AI. As it is, it just seems I'm always ahead of the AI tech whenever we meet except in very early contact.

Of course, many have already stated many more detailed examples and some have done a good job of this with mods, but it would be very nice to do this kind of thing 'on the fly'...
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