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  #21  
Old November 26th, 2007, 05:26 PM
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Default Re: quick SEV gameplay questions

The organic trait, obviously ?
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  #22  
Old November 26th, 2007, 05:50 PM

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Default Re: quick SEV gameplay questions

No, no...I need to acquire it from enemy ships or intelligence.
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  #23  
Old November 26th, 2007, 06:24 PM
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Default Re: quick SEV gameplay questions

Siirenias said:
"By the way...as far as questions go...where on the tech tree are halo planets, stellar spheres, and planetary gravity bombs (for planet making)?"


What's a "halo planet?" Some reference to a lame console game? There are ringworlds and sphereworlds, which come from Astrophysics 2 > Stellar Manipulation (along with all other stellar object creation/destruction techs).

Siirenias said:
"No, no...I need to acquire it from enemy ships or intelligence."


You cannot own any tech that has a racial requirement for which you do not possess the trait. Note that unique ruins techs work the same way; have to colonize the planet yourself.
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  #24  
Old November 26th, 2007, 07:14 PM

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Default Re: quick SEV gameplay questions

Ringworlds. Yes, ringworlds. Forgot what they were called.

And thanks for the definitely beneficial definitions. Guess those dozen organic destroyers I have won't do me much good...
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  #25  
Old November 27th, 2007, 12:52 AM
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Default Re: quick SEV gameplay questions

Quote:
Ragnarok-X said:
The organic trait, obviously ?
'Obviously' for SE grognards. Not so obviously for new players.
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  #26  
Old November 27th, 2007, 05:15 PM
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Default Re: quick SEV gameplay questions

Didnt mean to sound arrogant, narf
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  #27  
Old November 28th, 2007, 01:08 PM

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Default Re: quick SEV gameplay questions

It actually sounded like you were missing the point.

Although, I have another question.

I've been pretty patient about this, especially since it is largely cosmetic.

But...how do you create new ship types? I mean, sure, Attack Ship, Defense Ship. What more could you want?

If you ask me, you could split those two designations into several different types, like Picket, Escort, Raider, Capital Ship, Flagship, Garrison...

So. Anyone know how to do this bit of magic?
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  #28  
Old November 28th, 2007, 02:12 PM
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Default Re: quick SEV gameplay questions

The trouble with adding new design types is that strategies are largely dependent upon them; each strategy has separate behavior settings for each type. This is why Aaron did not add the ability to add arbitrary design types in-game. You can add new ones in the Data\DefaultDesignTypes.txt file, but I don't believe they will show up in an existing game.
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  #29  
Old November 28th, 2007, 03:36 PM

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Default Re: quick SEV gameplay questions

You know, I kinda wanted to see if I could do this game without too much modding (even though I'm now watching that Gritty Universe mod, or something, with interest), but messing with those sounds interesting, and right down my alley. I used to be a great modder in my time...working on Homeworld 2...
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