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  #1  
Old July 12th, 2004, 04:16 AM
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Default Re: Space Food Empires!

Quote:
Originally posted by JLS:
Is the "Intelligence Thing" so secret that you dare not speak of it?
Not quite.

One of those items I haven't come up with a name for. There are a few of those around.
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Old July 12th, 2004, 06:33 PM
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Default Re: Space Food Empires!

Well, the potato's would have eye's, of course and the corn would have ears.

See, this is the benifit to liking puns.

[ July 12, 2004, 17:35: Message edited by: narf poit chez BOOM ]
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  #3  
Old July 14th, 2004, 04:21 AM
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Default Re: Space Food Empires!

I've added some more facilities, mostly under the individual empire technology sections.

I still could use ideas for alternative population happiness facilities, military facilities, and resource-related ones...
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Old August 14th, 2004, 12:33 PM
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Default Re: Space Food Empires!

Greetings.

I've updated the technology section of the site with the latest items. What's even better is that most of stuff is now entered in the data files. I just need to finish off some vehicle entries and system types and the mod should be somewhat playable from each of the race's perspective.
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Old August 14th, 2004, 01:29 PM
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Default Re: Space Food Empires!

Have you been uploading periodic backups to the site, in the event of another HD failure?
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  #6  
Old August 14th, 2004, 03:21 PM
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Default Re: Space Food Empires!

The website itself is on my HD and Online.

All the data files are kept in triplicate and I back up my graphics directory on CD.

No more getting burned.
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Old August 24th, 2004, 11:54 PM
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Default Re: Space Food Empires!

I posted this item regarding research in the Space Food Empires forum at SE.net:

Quote:
Research paths in the Space Food Empires mod are a bit different than regular SE:IV. The biggest difference is that some components and almost all weapons have their own tech area rather than becoming available after a particular "broad field" is researched.

For example in stock SE:IV, you might research "Energy Stream Weapons" and be rewarded with Anti-Proton Beams. In SFEmod, you might research "Beam Weapons" and then depending on your racial trait, you'd recieved a number of further research opportunities. In the case you're using the Banana racial trait, one option would be Anti-Potassium Beams and another might be Heat Rays. Researching either tech area would provide you the actual component.

The end result is that the research tree is much more branched and provides many different options for the player. For the most part - only core theoretical technologies are necessary to advance to more sophisticated levels of development. This allows the player to dabble in more side branches to fit the current situation without sacrificing their future technological capability.

Another note on research that there is moderate tech gridding. I'd estimated approximately half of the tech areas have two prerequisites (not counting racial trait requirements). Most of the combinations are quite logical and in most cases balanced researching should be more than enough to overcome "blind" research paths where you're not sure what you're getting in return.
Anyways, just thought I throw this item out for discussion.
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Old September 12th, 2004, 02:39 AM

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Default Re: Space Food Empires!

I can tell already, this mod is gonna be great! At least I am drooling over food this time.
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Old September 12th, 2004, 05:58 AM
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Default Re: Space Food Empires!

Hey cool, the ships look great. Are you going to add one shipset for each "race" in your mod ? I suppose that will be a LOT of work...
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Old September 12th, 2004, 11:48 AM
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Default Re: Space Food Empires!

Quote:
Ragnarok-X said:
Hey cool, the ships look great. Are you going to add one shipset for each "race" in your mod ? I suppose that will be a LOT of work...
Sort of. For example I've designed two carrot ships - but they contain all the elements of the remaining ships - so it's just a matter of resizing the different components and adding a couple of custom details for each one.
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