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  #1  
Old December 31st, 2002, 12:20 AM
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Default Re: grit-tech

Quote:
in most cases, a single component represents an entire component family, and all levels beyond the first have yet to be created.
If I get it done in time, you could make use of my tech gridder to pump out the extra tech levels in a jiffy.
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  #2  
Old December 31st, 2002, 12:32 AM
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Default Re: grit-tech

cool. Krsqk was good enough to make me extra tech levels for the Junkyard Mod, with his K-editor. but i am obviously to incompetant to figure out how it works. I would love to have a user friendly utility to tweak tech levels with. i could even expand tech levels that i was not planning on putting effort into expanding.
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Old December 31st, 2002, 01:09 AM
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Default Re: grit-tech

Did you try DavidG's modding program?
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Old December 31st, 2002, 01:29 AM
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Default Re: grit-tech

yes, i have used that alot, and like it a great deal. it is not as usefull for creating bulk quantities of components for tech progression. the K-editior supposedly let you put in a formula for progression and a number of tech levels, and it would create more components that progressively improved as tech got better.
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Old December 31st, 2002, 11:40 PM
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Default Re: grit-tech

as promissed, Version 0.11 for the new year:

1041370616.zip

some things fixed and changed. now with a bug-free startup. most facilities now consume organics, engines have been re-balanced. the weapon list is now mostly complete, but still needs to have the tech grid filled out for each Category. many tweaks and changes. take a look, if you are not too busy plotting revenge against me for snagging the 2000th cantina post.
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Old January 1st, 2003, 06:13 AM
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Default Re: grit-tech

Puke, if you'd like some help with the K-Editor, send me an email or PM. I also have a new Version which I haven't posted yet; this clears up a few things and kills a couple of squishy bugs.
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Old January 1st, 2003, 10:26 AM
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Default Re: grit-tech

Krsqk, you need some sort of help documentation in the K-Editer.
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