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  #1  
Old June 18th, 2007, 06:06 PM
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AgentZero AgentZero is offline
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Default Re: Kwok\'s next Mod

Sounds like sweetness. If you need any component pictures done, I volunteer myself to do a few.
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  #2  
Old June 19th, 2007, 12:34 PM

MasterChiToes MasterChiToes is offline
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Default Re: Kwok\'s next Mod

Suggestions:
1 have asteroids in the same sector add together for planet creators (small + tiny = medium, etc) [ugh, and the planet over planet flashes on my computer]
2 have atmospheric conversions at least partially randomize planetary conditions.
3 have two levels of colonizer research, level one only does the native atmospheric type, level two does domed.
4 split up value improvement plants into three categories, one for each resource.
5 consider having (higher level/long range) warp point creation only target another one of your warp capable ships, instead of the system... this would allow precise warp point placement and add some strategy to the pre-shielded-system game.
6 the last one would probably not be mod material... it would be nice to be able to lock a planet from population migrations... so I could freaking make/convert a sphere world to some other atmosphere (for a conquered species) without my own race spamming it with colonists.
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Old June 19th, 2007, 01:59 PM

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Default Re: Kwok\'s next Mod

1. This would have to be done by MM, since stellar manip components are hard coded. Planet-over-planet also has to be fixed by MM by only drawing one of a given size of planets. (I wouldn't want only one object drawn - planets in asteroid fields look nice, IMO)
2. This can only be done by MM, also. Might be a really hacky way to do it during events, but I'm not sure.
3. Another thing that was hardcoded. One colonizer does it all. Can't mod that in.
5. Stellar Manip is all hard coded - can't change its destination like that.
6. Again, that can only be done by MM.
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Old June 19th, 2007, 04:50 PM

MasterChiToes MasterChiToes is offline
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Default Re: Kwok\'s next Mod

Quote:
Thy_Reaper said:
1. This would have to be done by MM, since stellar manip components are hard coded. Planet-over-planet also has to be fixed by MM by only drawing one of a given size of planets. (I wouldn't want only one object drawn - planets in asteroid fields look nice, IMO)
2. This can only be done by MM, also. Might be a really hacky way to do it during events, but I'm not sure.
3. Another thing that was hardcoded. One colonizer does it all. Can't mod that in.
5. Stellar Manip is all hard coded - can't change its destination like that.
6. Again, that can only be done by MM.
lol, gives new meaning to highly moddable.
thanks, nice to know that info.
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  #5  
Old June 19th, 2007, 05:19 PM
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Default Re: Kwok\'s next Mod

If they allowed you to change everything then there wouldn't be a point in selling you the game in the first place...
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Old June 19th, 2007, 05:46 PM

SothoTalKer SothoTalKer is offline
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Default Re: Kwok\'s next Mod

Of course there would be.
You get a (great) gaming engine which you can adapt to your liking. The game was advertized with its high modability, the game basically lives from/for it.

So I think in the future those features might get rewritten so you can modify them, too.


(The reason I partially dislike scripting for a not open source program - you have to wait for the developers to implement what you need first. But of course scriptability itself is a very good thing.)
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Old June 19th, 2007, 08:49 PM
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Fyron Fyron is offline
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Default Re: Kwok\'s next Mod

Quote:
GuyOfDoom said:
If they allowed you to change everything then there wouldn't be a point in selling you the game in the first place...
Really? Seems to work for Civ4 and its open sourced core game logic dll..
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