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  #1  
Old October 18th, 2004, 10:29 AM
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Gandalf Parker Gandalf Parker is offline
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Default Re: SEV- Suggestions on Ruins

Quote:
mottlee said:Be maybe cool to have some "Bad" tech that starts you someplace then goes nowhere!
Hmmm that would be interesting but easily avoided later.
It did bring to mind that a (slim) chance might occur for misleading research. Send you off in a wrong direction. Something that sets you back on what you are researching.

Or maybe that would be better as a random event so that you can tie it in to the choice of having maximum events turned on. Might be a good idea to move the research boosts there also.
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Old October 16th, 2004, 11:17 PM

spoon spoon is offline
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Default Re: SEV- Suggestions on Ruins

I would do it like this:

Select from this list which tech can be found in ruins:

(then have a list of all the tech in the game, with radio buttons)

For ease of use, some quick selector buttons like:
Select All
Toggle All
Toggle All Normal Tech
Toggle All Ruins Tech
Toggle All Colonization Tech
etc
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Old October 16th, 2004, 11:19 PM
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Atrocities Atrocities is offline
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Default Re: SEV- Suggestions on Ruins

I like the system in SEIV but with one notable exception, I think that ruins must should be moddable in that we can apply them to such things as events.

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