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December 10th, 2003, 12:01 AM
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Corporal
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Join Date: Apr 2003
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Re: What you would like in a Mod
a mod that ties in all aspects of combat (ship to ship--fighters-- troops and transports for them--weap mounts etc---and makes them all usefull whether its end game - begining game -or mid game. Also an AI designed to impliment any changes and use them.
[ December 09, 2003, 22:02: Message edited by: Imperial ]
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December 10th, 2003, 12:11 AM
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Second Lieutenant
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Re: What you would like in a Mod
Hehe, never knew it existed. Now that's an original idea!
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December 10th, 2003, 02:01 AM
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Shrapnel Fanatic
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Re: What you would like in a Mod
how about one that really stretches out the research times to focus more on the strategetic and tactical? so, it could take 20-50 turns to acheive an advance?
do to research what porportions does to resources and planets.
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If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
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December 10th, 2003, 02:03 AM
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Shrapnel Fanatic
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Re: What you would like in a Mod
Quote:
Originally posted by gregebowman:
A reason to research the biology tech. Other than planetary weapons, I see no real use in using this technology as it currently stands. In most games, it's about the Last thing I do research.
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Check out the Bio-Psych Mod by KnidVernicious, available on the malfador.com SE4 mods list page. I incorporated it into Adamant.
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December 10th, 2003, 02:04 AM
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Shrapnel Fanatic
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Re: What you would like in a Mod
Quote:
Originally posted by narf poit chez BOOM:
how about one that really stretches out the research times to focus more on the strategetic and tactical? so, it could take 20-50 turns to acheive an advance?
do to research what porportions does to resources and planets.
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Easy. Just divide research center production by 10 (or maybe even 25 if you are a masochist).
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December 10th, 2003, 02:07 AM
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Shrapnel Fanatic
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Re: What you would like in a Mod
and, if you really want your work cut out for you, slow down ship building and reduce maintenence cost, so it could take a while before you even produce your new tech in significant number's.
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If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
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December 10th, 2003, 02:16 AM
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Shrapnel Fanatic
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Re: What you would like in a Mod
Again easy. Divide all SY and the default construction rate by, say, 10, or some other value. Then, reduce the base maintenance from 25 to 10 or so, depending on how less maintenance you want. Make sure to check for bases producing resources from negative maintenance, esp. with a maxed out maintenance aptitude trait!
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