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  #11  
Old January 16th, 2004, 04:48 PM
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Default Re: Ship weapon loadout

Quote:
Originally posted by oogs:
Also, out of curiosity: is there any way to "link" construction yard together. i.e. if I have 3 or 4 bases with construction yards, can I group them in some way so that they combine their resources? (if that doesn't make sense, just picture it as each construction yard building a piece of the ship and then combining the whole thing)
Yes, but only in mods.

What you do is:
1) Build a non-spaceyard facility.
2) Upgrade it to a facility with SY ability
3) Enjoy the fast build rates since the SY abilities on the planet stack fully.

All you need to do is mod in another facility that has no SY ability and has the same family number as a regular spaceyard. Place it before the regular SY in your facilities.txt, and presto.
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  #12  
Old January 20th, 2004, 11:56 PM
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Default Re: Ship weapon loadout

But remember, don't try any modding until you have the full Version, or you're working on a duplicate of the game data, because the demo doesn't like you messing with the data (you could always put in the full game data after all! )

(SJ, you always make things too complicated! )
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  #13  
Old January 21st, 2004, 12:03 AM

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Default Re: Ship weapon loadout

Yeah this is an aspect to the game - it limits i guess excessive ship building. I say shell out the $$$$ for the full game instead of trying to mod the demo - and perhaps if enought people pay for the game the price might be reduced by say 30% within the next 3 months.
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  #14  
Old January 21st, 2004, 12:15 AM
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Default Re: Ship weapon loadout

The game has sold a huge amount of copies for this sort of release model... it has been Shrapnel's best selling game for years. Dominions 2 is up there, but I don't think they have ever stated if it has sold more copies than SE4, but I doubt that it has at this point.
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  #15  
Old January 21st, 2004, 12:50 AM
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Default Re: Ship weapon loadout

Quote:
Originally posted by Imperator Fyron:
The game has sold a huge amount of copies for this sort of release model... it has been Shrapnel's best selling game for years. Dominions 2 is up there, but I don't think they have ever stated if it has sold more copies than SE4, but I doubt that it has at this point.
If Dominions sells better than SEIV, we can always make a Dominions Mod that will play even better - Hey, DomII is a nice game, no offence intended, I just can't stop marveling how flexible is the SEIV design kit
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  #16  
Old January 21st, 2004, 02:45 AM
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Default Re: Ship weapon loadout

Someone attempted to mod SE4 to a fantasy setting ... not much actual hope there. There are many things which are hard-coded in SE4 which you just can't overcome with a mod. There's no way to make the combat and experience systems much more sophisticated, and they're pretty limited. I've tried modding Aaron with email barrages about probability and cause & effect, but they didn't get very far.

(Besides, Dominions II is wunderbar, and is getting more and more mod options added.)

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  #17  
Old January 21st, 2004, 02:47 AM
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Default Re: Ship weapon loadout

Actually... Spoon's Fantasy Mod was looking quite good... he just never got around to finishing it.

Dominions is ok, certainly not "wunderbar."

[ January 21, 2004, 00:48: Message edited by: Imperator Fyron ]
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  #18  
Old January 21st, 2004, 03:09 AM
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Default Re: Ship weapon loadout

No, Dominions tramples ***, Fryon. You're wrong.
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  #19  
Old January 21st, 2004, 03:20 AM

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Default Re: Ship weapon loadout

but hey, all we have to do is wait for SEV


and i did shell out the $$$.. it should arrive by mail this week.
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  #20  
Old January 21st, 2004, 06:31 AM
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Default Re: Ship weapon loadout

No it doesn't. Every time I play the demo, I find more things wrong than right with it.
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