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  #1  
Old October 25th, 2007, 09:24 PM
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DrPraetorious DrPraetorious is offline
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Default Re: Research Mod: Help & Suggestions

1) No.

2) No.

3) Yes .

Unfortunately, what you're proposing is completely beyond the scope of the mod-script, or of any foreseeable changes to the mod-script.
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Old October 25th, 2007, 09:36 PM
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Zylithan Zylithan is offline
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Default Re: Research Mod: Help & Suggestions

would be kind of cool though...
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Old October 26th, 2007, 12:42 AM
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Default Re: Research Mod: Help & Suggestions

Well, if we remember master of orion, I could do a mod-script that randomly restricts each spell to three nations-in-play.

In a 6-nation game, you'd get a random 50% of the possible spells. Which might or might not [censored] you over completely .

This would produce some variety but wouldn't address Cleveland's issue, which is fundamental to the mechanics.

Even in MOO, though, it was to your advantage to move research around in strange ways. An entirely different system, were you got random spells periodically, of various levels, depending on how much research you invested, would perhaps be "better", but is completely beyond the scope of the current binrary, let alone the existing mod commands.
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Old October 26th, 2007, 01:55 AM

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Default Re: Research Mod: Help & Suggestions

In response to the random 50% possible spells, there was some discussion about tying certain spells/spell effects to various pretenders. Either new effects or divvying up the current, giving more strategic value to certain pretender chassis.

Could also be tied into pretender magic level (lvl 9 in a path gets 100% of spells, lvl 6 gets 66% of available spells of that path, etc)

Someone had also brought up the idea of a hero/summon that would spawn baby researchers. Give them a 2-5 month lifespan and spawn via domsummon and you'd get a random amount (although it would up micro slightly as you'd have to put them on research manually).

Have a transformation type spell, easy to cast, that would change to a new ID, with random research capability. Wouldn't solve the deterministic approach, but would add a random factor.

I do like the idea of limiting/randomizing the overall spell book by game, either by path, level or effect. Be kind of neat to bid on available paths/schools or to determine it via pretender creation.
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