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				November 26th, 2007, 05:26 PM
			
			
			
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 Major General |  | 
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				 Re: quick SEV gameplay questions 
 The organic trait, obviously ? |  
	
		
	
	
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				November 26th, 2007, 05:50 PM
			
			
			
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 Corporal |  | 
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				 Re: quick SEV gameplay questions 
 No, no...I need to acquire it from enemy ships or intelligence. |  
	
		
	
	
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				November 26th, 2007, 06:24 PM
			
			
			
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 Shrapnel Fanatic |  | 
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				 Re: quick SEV gameplay questions 
 Siirenias said:"By the way...as far as questions go...where on the tech tree are halo planets, stellar spheres, and planetary gravity bombs (for planet making)?"
 
 What's a "halo planet?" Some reference to a lame console game? There are ringworlds and sphereworlds, which come from Astrophysics 2 > Stellar Manipulation (along with all other stellar object creation/destruction techs).
 
 Siirenias said:
 "No, no...I need to acquire it from enemy ships or intelligence."
 
 You cannot own any tech that has a racial requirement for which you do not possess the trait. Note that unique ruins techs work the same way; have to colonize the planet yourself.
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				November 26th, 2007, 07:14 PM
			
			
			
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 Corporal |  | 
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				 Re: quick SEV gameplay questions 
 Ringworlds.  Yes, ringworlds.  Forgot what they were called.
 And thanks for the definitely beneficial definitions.  Guess those dozen organic destroyers I have won't do me much good...
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				November 27th, 2007, 12:52 AM
			
			
			
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 Shrapnel Fanatic |  | 
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				 Re: quick SEV gameplay questions 
 
	Quote: 
	
		| Ragnarok-X said: The organic trait, obviously ?
 
 |  'Obviously' for SE grognards. Not so obviously for new players.
				__________________ 
				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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Sig updated to remove non-working links.
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				November 27th, 2007, 05:15 PM
			
			
			
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				 Re: quick SEV gameplay questions 
 Didnt mean to sound arrogant, narf   |  
	
		
	
	
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				November 28th, 2007, 01:08 PM
			
			
			
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 Corporal |  | 
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				 Re: quick SEV gameplay questions 
 It actually sounded like you were missing the point.     
Although, I have another question.
 
I've been pretty patient about this, especially since it is largely cosmetic.
 
But...how do you create new ship types?  I mean, sure, Attack Ship, Defense Ship.  What more could you want?
 
If you ask me, you could split those two designations into several different types, like Picket, Escort, Raider, Capital Ship, Flagship, Garrison...
 
So.  Anyone know how to do this bit of magic? |  
	
		
	
	
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				November 28th, 2007, 02:12 PM
			
			
			
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 Shrapnel Fanatic |  | 
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				 Re: quick SEV gameplay questions 
 The trouble with adding new design types is that strategies are largely dependent upon them; each strategy has separate behavior settings for each type. This is why Aaron did not add the ability to add arbitrary design types in-game. You can add new ones in the Data\DefaultDesignTypes.txt file, but I don't believe they will show up in an existing game. |  
	
		
	
	
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				November 28th, 2007, 03:36 PM
			
			
			
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 Corporal |  | 
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				 Re: quick SEV gameplay questions 
 You know, I kinda wanted to see if I could do this game without too much modding (even though I'm now watching that Gritty Universe mod, or something, with interest), but messing with those sounds interesting, and right down my alley.  I used to be a great modder in my time...working on Homeworld 2...*reminisces about the good ol' days*
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