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Old December 6th, 2005, 12:55 PM
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Fyron Fyron is offline
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Default Re: Been a long time...

Detailed explanation (in the readmes) of various modding concepts, including QNP, can be found here:

http://www.spaceempires.net/home/modworks-concepts.html

An alternate model, also illustrated, is mQNP, which uses mounts to scale engine size with ship hull. This directly makes engine components larger on larger ships, rather than requiring more engine components. It does pose issues with Ionic Dispersers which should be addressed in any mQNP mod, but they are minor.

=0=

You can also find explanations of some of these systems in the Advanced Modding Tutorials thread:

http://www.spaceempires.net/home/ftopict-312.html
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Old December 6th, 2005, 09:04 PM

Magnum357 Magnum357 is offline
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Default Re: Been a long time...

Hmm... didn't think about using the weapon mounts option for engine size. I might look into using that.

Another question, I want to add to my mode but have no idea on how to start implementing them is limited Technology trees. In Master of Orion II, most races in that game were limited in what tech they could research. In one particular feild, you had multiple choices of what tech you wanted to research, but once you reserched the desired tech the other Technology in the same feild were not researchable. You either had to trade tech to get these "lost" tecnhology or steal it from somebody. Can this type of system be implemented into SE4?
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Its called Gun Ship Diplomacy. <img border=0 title= alt=[Big Grin] src=biggrin.gif /]
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Old December 6th, 2005, 09:06 PM
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Default Re: Been a long time...

No, it's not possible. You can use a racial trait to provide a given race certain technologies, but you can't block a tech area when another one is researched. Perhaps in SE:V?
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