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Old December 18th, 2001, 10:57 PM

Andrés Andrés is offline
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Default Re: Facilities

About creating new pictures for components and facilities used in mods.
I didn't see modders as interested as I expected.
If some modders such as s_j, the starter of this thread, would post a list of pictures required by their mods I'd like to help with a some pictures. And I'm sure other artists would do the same until all custom components and facilities in his mod have good custom pics.

There are some comments about a new mod with some interesting variations of standard techs instead of new tech trees.
There's potential to make a great mod here. And the idea of spicing it with more variation in graphics is good.
Again when someone starts actually working on this mod he can request artists the pics he needs.

quote:
Speaking of facilities, it occurred to me that perhaps radioactives production should be negatively correlated with climate / colony survivability. Unless we're positing radiation-immune races, or some "clean" method of living on, say, a 180%-rad planet. It'd might be rather difficult to implement reasonably without a whole Stars!-like system of environmental preferences, 'tho.
There're planet conditions in se 4. Even if they only affect reproduction and ground combat (never verified that one).
It shouldn't be too difficult to make high rad value planets have poor conditions.

Trek transporters are scientifically impossible. So what? I already knew that. They are sill cool. FTL travel and shields are also impossible. Are you going to say that all standard technologies in se iv are scientifically realistic??
Some theories about transporters suggest that they don't transform energy into matter, but do some limited manipulation of matter at a molecular level. (you cannot replicate latinum, and even some complex organic proteins are difficult to replicate, however they can be easily transported...)
Who cares? Their main use, if they are ever included in se iv should be as its name indicates TRANSPORT.
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