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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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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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Re: Colony Tech Mod v1.0.0
That is insane.  Are you going to post it?
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July 6th, 2003, 10:47 PM
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Re: Colony Tech Mod v1.0.0
yep part of the sweet mod series... quite easy to do....
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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 6th, 2003, 10:48 PM
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Re: Colony Tech Mod v1.0.0
ok i did the componets and ships/ units...
anything else ???
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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 6th, 2003, 11:03 PM
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Re: Colony Tech Mod v1.0.0
You can not analyze facilities, but you may need to have duplicates of them so that people can still research them without having to share the same tech areas.
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