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  #1  
Old May 10th, 2003, 07:49 PM
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Default Re: Minor Racial Traits

Quote:
Originally posted by Baron Munchausen:
So? How else do you expect a racial trait to be implemented?
Change the tech tree related to that item. Like for religious for example, to make a new racial trait just change some techs, add new techs to the tree, and make it so that only a certain racial trait can access that certain area. I know how to do it I just not good at explaining it. I'm sure Fyron or someone else can explain better then I.
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Old May 10th, 2003, 08:00 PM
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Default Re: Minor Racial Traits

Does anybody use mechanoid currently? I think it would be great to add some additional abilities to the mechanoid trait to make it worthwhile. Perhaps a hidden increase in their farming capacity to represent their lowered requirement for organics, with a slight rebalancing by decreasing their mineral and/or radioactive efficiencies? Perhaps a ground combat bonus?

I dunno, but there has to be something better than they're simply immune to plagues... I've never bothered with plagues - gone right to the napalm
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Old May 10th, 2003, 08:07 PM

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Default Re: Minor Racial Traits

for mechanoid. how about special repair coponents for ship similiar to ability in moo. or giving their crew quarters the ability to repair 1 component each.
question for racial traits. can you give a single trait multiple abilities? for mechanoid make it also a racial tech as well as the immunity to plagues.
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Old May 10th, 2003, 08:35 PM
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Default Re: Minor Racial Traits

Quote:
Originally posted by Baron Munchausen:
quote:
Originally posted by Q:
All nice ideas. However as far as I see these new traits could only be implemented by hard-coded changes.
So? How else do you expect a racial trait to be implemented?
I am sure you know that you can create a new racial technology without hard code change as long as you stick to the existing abilities. But you probably mean by "racial trait" what is specified in the racial trait folder as "advantage" with unique abilities.
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Old May 10th, 2003, 09:02 PM
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Default Re: Minor Racial Traits

Check out Mechanoids in Adamant mod.

BM, I was more asking about ideas for traits that were possible to implement in SE4 without hard-code changes. Like Pack Rats, Big Thinkers, etc.
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Old May 10th, 2003, 09:42 PM

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Default Re: Minor Racial Traits

How about some new merchant techs? Either revamping "natural merchants" or adding a new tech tree for merchant-style races. Include new facilities for privateers, or merchant defense convoys. For example, privateer facilities might generate a small number of intelligence points (say, half that of a same-level intel facility), lower happiness in a system by a small amount, and generate small amounts of resources. Merchant defense facilities could maybe increase trade with your allies, or just increase revenue and happiness in a sector by a certain amount. Maybe even generate small amounts of intel on their own for counter-intel purposes (or retaliation against privateers).

How about a series of "tech master" traits? They get access to better mounts or tech for standard tech items, to increase effectiveness by a slight, but noticeable amount. Maybe make "Economic", "Weapons", and "Defensive" masters, for better efficiency at resource generation, weapons/weapon mounts, and armor/shields/ECM, etc.
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Old May 10th, 2003, 10:26 PM
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Default Re: Minor Racial Traits

You can't lower happiness in a system. Negative values for System Happiness abilities are ignored. They do work for the planet-only affecting ability, but one facility that increases happiness will make the negative be ignored.
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