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  #21  
Old September 11th, 2007, 03:31 PM
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Ed Kolis Ed Kolis is offline
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Default Re: Small Mod Experiment

Yeah, that would've been cool for a MOO2-based mod, where the government types had all sorts of cool bonuses and stuff.
Of course, nothing's stopping you from redoing all the government types as racial traits!
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  #22  
Old September 11th, 2007, 06:14 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Small Mod Experiment

There may be indirect ways to get these effects, though. You can access quite a bit of information about empires through functions in Facilities and Components formulas. The cost or performance of the facilities and components themselves could thus be adjusted in ways influenced by tech level or even (perhaps) empire size. But it would be awfully tedious to have to keep re-editing all those formulas as you tweaked your mod balance.
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  #23  
Old September 13th, 2007, 05:12 AM
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Default Re: Small Mod Experiment

Quote:
Fyron said:
Could you please add some line breaks in the code tags you used? They are breaking they page formatting. Thanks.

Sadly, I don't think there is a function to return the empire's government type available to facilities. I may be wrong, but I don't recall seeing anything in the past. There is an unused "Government Center" ability, but that's about it.
I added line breaks. Yeah, table breaking ain't cool.

That would end up needing to be a call in the government's abilities with another funny ability there. I do hope they can stack that way but I haven't tested it myself yet.

Of course, there is also the possibility of having racial traits for the governments allowable, depending on the race's attitudes and all. Base them off of empire_has_racial_trait and give specific technologies based on the racial traits.
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