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April 18th, 2003, 07:08 AM
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General
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Re: Tech-Grid-Mod
update
3 weeks then it will be ready for play testing
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April 18th, 2003, 07:10 AM
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Shrapnel Fanatic
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Re: Tech-Grid-Mod
It better be!
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April 18th, 2003, 07:12 AM
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Re: Tech-Grid-Mod
well judging by my track record on mods... hey 3 are released... it should be 3 weeks plus the summer.... maybe the fall and def'n the winter...
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old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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April 18th, 2003, 07:53 AM
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Re: Tech-Grid-Mod
3 weeks or else... 
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April 18th, 2003, 10:03 PM
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Sergeant
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Re: Tech-Grid-Mod
Back to what jimbob was saying, would it be an idea to mention in the tech description what other techs are required for the desired results?
For Example (from the sample you gave),
Name := Ship Construction
Description := The construction of starships and their support components. Requires research into Industry, Construction, and Space Yards for maximum results.
While the requirements may seem intuitive you must remember that we are used to the SE4 tech tree and that is the basis for our intuition (as far as this game goes). I just think that something like this could save some brain cells at three in the morning, especially for a mod like this.
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April 18th, 2003, 11:35 PM
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Re: Tech-Grid-Mod
good point.
I think i will add that..
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old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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April 27th, 2003, 08:50 AM
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Re: Tech-Grid-Mod
side point: i have been thinking and doodling a bit with a tech-grid mod idea myself. just so everyone knows that if i actually make one, i'm not being a cheap copycat. and if i do make one, it won't be a cheap copy. 
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