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  #1  
Old November 23rd, 2002, 12:38 AM
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Default Re: Exodus mod -- suggestions welcome

I like a lot of the concepts for the mod - but I dislike the number of "religious" traits. Can a species not be religious and still be war mongers?
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  #2  
Old November 23rd, 2002, 12:53 AM
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Default Re: Exodus mod -- suggestions welcome

Quote:"+++Miscellaneous+++
-- Huge numbers of mounts for various components and weapons"



Your quite welcome to add/use/mis-use any combination of mounts from my Mount Mod. (As well as my other mod, the 'D-Mod', the best thing IMO from it was the specialized ship classes, the 'Fast destroyer', 'Scout Ship' etc and the 'Mercinary Tech', quite fond of that).

Sounds like it will be a quite impressive mod. Quite looking forward too it.
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Old November 23rd, 2002, 01:19 AM
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Default Re: Exodus mod -- suggestions welcome

Quote:
Originally posted by Captain Kwok:
I like a lot of the concepts for the mod - but I dislike the number of "religious" traits. Can a species not be religious and still be war mongers?
Well, of course.

Warmonger is a strategy,a chosen course of action.

However, a warmonger race which is also comprised of bloodthirsty religious ZEALOTS ... has a few advantages over the garden-variety warmonger.

Essentially, the Religious (war) trait means a race has an active religion centered around combat, warfare, and deities dedicated to the same. Take the combat benefits of the stock-SE4 Religious racial technology ... all the benefits that applied directly to combat will be here. It'll cost slightly less in Exodus than in stock SE4, because it won't get the full range of benefits stock Religious races get.

But it will have the equivalent of a War and/or Death shrine, and the talisman, and probably a few other benefits (religious-modified armor is an option, perhaps).

I split them because -- for ME -- I would nearly take Religious for the Nature shrine alone. In Exodus, I need only take Religious (Life) to gain that benefit. Why pay for religious components and facilities I won't use?

And folks would always be free to take ALL the religious traits if they want; there'll be multi-Religious crossovers, and possibly a few toys that only those with ALL the Religious traits will get.
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Old November 23rd, 2002, 02:28 AM

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Default Re: Exodus mod -- suggestions welcome

"It's the same mass for the same thrust, and the way SE4's repair systemworks, it'd be a disadvantage to use the distributed, multiple-nacelle approach in terms of actual, multiple components (since repair is per-component, not per-kT)."

The only difference- besides repair and number of mouse clicks- is damage. The little engines will loose bits more quickly, but obviously less of a drop than loosing one huge engine. Should be interesting seeing how you handle engine-killers regardless.

Phoenix-D
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Old November 23rd, 2002, 03:19 AM
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Default Re: Exodus mod -- suggestions welcome

Very Nice
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Old November 23rd, 2002, 03:24 PM

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Default Re: Exodus mod -- suggestions welcome

Really nice. Way over my head.
How can people help?
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Old November 23rd, 2002, 06:44 PM
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Default Re: Exodus mod -- suggestions welcome

Graet idea! It is a little of alot.

Seems I might have some time for a little Art work. When you need it let me know.

mlmbd
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