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April 24th, 2003, 09:15 AM
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Shrapnel Fanatic
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Re: Colony Tech Mod v1.0.0
if he's talking about three sets of 3 colonization techs, one for each racial planet type, that should stop trading effectively. or if you were talking about 'taking an extra', ignore me.
[ April 24, 2003, 08:31: Message edited by: narf poit chez BOOM ]
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June 5th, 2003, 04:14 PM
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Lieutenant Colonel
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Location: Virginia
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Re: Colony Tech Mod v1.0.0
Ed,
I want to incorporate your colony mod into a mod I'm hammering out right now. You will, of course, get credit in the readme. S'okay by you?
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June 7th, 2003, 12:31 AM
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National Security Advisor
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Re: Colony Tech Mod v1.0.0
I've found an odd bug in the way the colony types are assigned.
Pick a Rock homeworld and Ice colonization. You get..just rock colonies. No problem!
Do the same with rock/gas or ice/rock or ice/gas. Same. But pick "gas natives" and rock or ice homeworld and you get a bonus colonization tech!
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I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
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June 7th, 2003, 12:40 AM
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Shrapnel Fanatic
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Re: Colony Tech Mod v1.0.0
Quote:
Originally posted by Ed Kolis:
Sure, go ahead and use this idea in Adamant, P&N, Proportions, or whatever your personal mod is! Always glad to help!
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Ed posted this a bit back. So, it answers some requests that have been made. 
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June 7th, 2003, 05:20 AM
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Lieutenant Colonel
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Re: Colony Tech Mod v1.0.0
Very cool.
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July 6th, 2003, 04:19 PM
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General
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Re: Colony Tech Mod v1.0.0
Ed. I have taken this one step further.
Unique Trait for each players starting position.
Added to all components...
Now nothing can be analyzed.
Only used.
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July 6th, 2003, 09:53 PM
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Shrapnel Fanatic
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Re: Colony Tech Mod v1.0.0
That is insane.  Are you going to post it?
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