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May 11th, 2003, 09:07 AM
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Colonel
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Re: Minor Racial Traits
Quote:
Originally posted by Krsqk:
I realize this isn't a helpful new addition which requires no hardcode changes, but...
It would be nice to be able to mix and match multiple attributes for racial traits. For example, a trait which gives the advantages of Natural Merchants and opens a new tech area. Or maybe combo Emotionless Mechanoids.
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I agree. The only way you can do it now is to make several racial trait for each of these at a cheaper cost so you can combine them. Example: Mechanoid 1 (immunity to plagues) for 500 points and Mechanoid 2 at 1500 points (universal colony technology) and Mechanoid 3 at 1500 points for emotionless. If you choose all of them you get a race that is immune to plagues, can colonize all planet types and has no emotions.
Clumsy but it works.
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May 12th, 2003, 01:11 AM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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Re: Minor Racial Traits
Who says mechanoids have to be emotionless? "Why, all my friends abandoned me in the carpark at Milliways for 50 million years :sob:... and did I ever mention that pain in the diodes down my left side?" 
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May 12th, 2003, 03:08 AM
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Shrapnel Fanatic
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Re: Minor Racial Traits
My mechanoids aren't emotionless! They are thinking of automotons and not just robotic forms in general. 
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May 12th, 2003, 03:14 AM
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Lieutenant General
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Re: Minor Racial Traits
"mechanoids... emotionless"
Do androids dream about mechnical sheeps ?
Sorry about the misquote, I've not Dick' (duhh, might be wrong about the author too  ) book right here.
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May 12th, 2003, 06:09 AM
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First Lieutenant
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Re: Minor Racial Traits
Fyron:
Supposing that I don't want to download Adamant Mod just to have a peek at the Mechanoid trait  , would you mind summarizing the trait from that mod? Thx a bunch.
-jimbob
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Jimbob
The best way to have a good idea is to have lots of ideas.
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Take away paradox from the thinker and you have a professor.
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May 12th, 2003, 06:14 AM
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First Lieutenant
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Re: Minor Racial Traits
Oh, and over in P&N (Version 3c rev 7 I think) SJ introduced some cool traits, some of which cost negative research points (I think one was called environmentalist or something like that. You end up having 40% less storage per planet because your race likes undisturbed streams and the like) I thought it would be great to have strip miners and slash and burn farming facilities, etc. Maybe "Locust Mind" or something. you'd get a lot of resources out of the facility or components, but they would all reduce the planetary value by 2, 3 or even 5% per turn.
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Jimbob
The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
-Søren Kierkegaard
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May 12th, 2003, 06:55 AM
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Shrapnel Fanatic
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Re: Minor Racial Traits
You can go to the Adamant web site:
http://galileo.spaceports.com/~kazharii/adamant/
Though that doesn't tell you what the items do that the mechanoids get.
Quote:
Mechanoids: Expanded from the normal game to include Mechanoid Bridge, Mechanoid Immunity Lab, Mechanoid Labor Force, Efficiency Algorithm, and Programing Language Research Computer.
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Mechanoid Bridge: Repairs some components and provides Psychic Cloaking.
Immunity Lab: Plague prevention 1-5.
Labor Force: Cheap low tech facility that provides 5-15% increased resource production in the system.
Efficiency Algorithm: Provides up to 15% attack and 10% defense bonuses, stacks with sensors and ecm. 20 kT
Programing Language Research Computer: Improved System Computer Complex.
[ May 12, 2003, 05:59: Message edited by: Imperator Fyron ]
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