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April 3rd, 2002, 08:07 PM
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Sergeant
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Re: How easy is it to add a Tech Area to a Mod
Like I mentioned earlier, this was just a sketch, alot of aspects need to be ironed out. I'm still kind of new to the game. Being that the game is set in the year 2400, I supposed FTL communincations could possiblably be sensible and a good starting point in the game.
Perhaps to further expand communications ranges one could deploy relay sats, which could add a new twist to play. Need to defend them, or tapping could take place. I just like the whole idea for a more realistic type of detection and communications role in the game.
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April 3rd, 2002, 08:46 PM
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Shrapnel Fanatic
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Re: How easy is it to add a Tech Area to a Mod
FTL isn't really a part of the SE4 universe. Consider that all contact is lost once the Last warppoint connecting two civs is closed.
Relay sats would be nice. I would imagine that it would be very interesting (though a humans-only game) if you required at least one sat, ship or base with a special comm component in each starsystem through which you wanted to send Messages.
In order to deal with a race on the other side of the galaxy, you would have to have either a very long string of sats, or go through a few middlemen races (who get to see your message), or possibly have a colony (embassy) set up inside their territory.
To avoid the cheap way out of gifting embassy moons to other players, the palace ability could be implemented. Allow only one facility (or cloaked ship/base for paranoid races) with that ability at any one time, and comms would be measured from that point.
Losing your palace (anarchy!) means you cannot communicate with other races until a new one is built.
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April 4th, 2002, 08:16 AM
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Sergeant
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Re: How easy is it to add a Tech Area to a Mod
So are you perhaps implying that you are interested in pursuing such ventures. These do pose interesting strategies and in depth game play. I beleive that if enough people put their heads together and ironed out details, it could make for a completely different approach to the normal game, very much like some of the mods out there. I'm hoping to grab the attention of PvK perhaps just to see if additional ideas are feasable to incorporate into an already existing mod.
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April 5th, 2002, 08:08 AM
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Sergeant
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Re: How easy is it to add a Tech Area to a Mod
Tnarg:
Good idea though I cannot for the life of me think of how to implement it (or even a reasonable facsimily thereof), though having ancient race as a facility (is that even possible?) could be interesting, though not what you were driving at. Even so, ideas are good. Keep 'em coming, we need all that we can get.
SJ:
What's with palaces? I remember seeing them mentioned in the text files but I have no idea what their purpose is.
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April 5th, 2002, 11:16 PM
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General
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Re: How easy is it to add a Tech Area to a Mod
quote: What's with palaces? I remember seeing them mentioned in the text files but I have no idea what their purpose is.
Palaces are one of a number of "placeholders" for things that were considered, but haven't actually been implemented yet.
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April 5th, 2002, 11:39 PM
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Shrapnel Fanatic
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Re: How easy is it to add a Tech Area to a Mod
Tnarg:
What I am saying is that it would be very cool to get something like that in a game, however, it would involve deep hardcode changes, and would be limited to SE5 or SE6.
Daydreams of possible simulated futures...
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