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July 14th, 2002, 12:32 PM
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Lieutenant Colonel
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Re: Tech-Grid-Mod
Wow, IF! between the time I hit post reply, edit, type a couple more lines, and post reply again, you've already replied to my initial post!!!
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July 14th, 2002, 08:27 PM
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Re: Tech-Grid-Mod
that was a typo. But just an example of what it will be like. I have not really got around to deigning the ships yet.
I have started with Industry 1 which gives you your basic mining, research and space yard. And I am currently expanding from that direction and doing a family at a time.
Mac will be helping.
Dumb luck that would be good if you want to help out.
I don't know what yet because the concept is just in the initial stages.
I think the hard part will be the weapons. Since there will be many different Version of each weapon, based on the different weapon and theory tree's that are researched. ( Yep Range, Power, size and speed ).
That is where I will need the help.
The overall concept of this mod is to place more emphasis on the theory of the research areas and an expected outcome. And to make the game's tech tree get to a point where it will become almost impossible to research everything.
THe other concept of this mod is to create a game where research stragety is linear for a short period of time. Then as the braches open up, short medium and long term goals must be measured against current events and situation.
This mod will not be designed for short and dirty games. But for long epic games.
Hope that helps.
[ July 14, 2002, 19:29: Message edited by: tesco samoa ]
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He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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July 14th, 2002, 09:16 PM
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National Security Advisor
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Re: Tech-Grid-Mod
I can say right now that what you're planning is going to have a lot of grunt work; be careful with the initial values because going back later means changing 50+ entries (and that was just for a 2 tech area missile!)
Good luck!
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
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July 15th, 2002, 01:05 AM
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Re: Tech-Grid-Mod
I'm curious if you will be able to keep track of the real research cost of various techs as you add all these 'extra' requirements. Sure, it's fun to make up a bunch of extra sciences that have to be researched to get things, but when you have to actually play the game with all these complictaed requirements will it still be playable? I'll be interested to hear how it works out...
[ July 15, 2002, 00:10: Message edited by: Baron Munchausen ]
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July 15th, 2002, 04:10 AM
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Re: Tech-Grid-Mod
most of the sciences are there aready.
It will get hard with the weapons.
But with everything else it should be ok.
Those new mod helper programs make everything alittle easier.
But I will post here.
ANd talk about it on #se4.
Dumbluck your in for the whole thing if you want.
Send me a private message with your email.
and I will contact you.
3 people will be very good for the development of the mod.
Especially for voting on issues. and watching the cost vs production ratio's
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old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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July 15th, 2002, 10:49 AM
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Lieutenant Colonel
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Re: Tech-Grid-Mod
BM: It shouldn't be that different from Proportions where the population modifiers slow down production on everything (resources, intel, and research). This mod just lengthens the game in a different way. Now combining the two mods might be a bit over the top....
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July 17th, 2002, 10:29 AM
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Shrapnel Fanatic
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Re: Tech-Grid-Mod
Dumbluck:
I was just reading the thread when you had replied. It was simply some "dumb luck" that I happened to reply while you were editing. 
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