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  #51  
Old February 28th, 2007, 02:50 PM
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Default Re: [Planning] Unofficial SEIV Expansion Pack

Gandalf Parker said:
"If sets were downloaded by a person later, would they refuse to work or just allow trading of colony tech?"


AI can't enable trading of tech if it is mod-restricted through traits or unique reqs.
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  #52  
Old February 28th, 2007, 04:09 PM
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Default Re: [Planning] Unofficial SEIV Expansion Pack

Here's a question, what's the max number of racestyles SE4 can have in the races folder? I'm not talking about the 20 player per game limit, I'm talking about the number of races the game can handle. In SE3, it was 299, I believe but I don't think anyone tested for SE4
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  #53  
Old February 28th, 2007, 04:33 PM
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Default Re: [Planning] Unofficial SEIV Expansion Pack

I believe SE3 was 255, due to using a short (8-bit) for indexing. SE4 seems to at least use an int, cause I've never had a problem with it using 284+ sets.
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  #54  
Old February 28th, 2007, 04:54 PM
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Default Re: [Planning] Unofficial SEIV Expansion Pack

That would kick it to 65535 or something like that I think.
Im pretty sure Ive had mine over 300 without a problem.

I wouldnt mind seeing 3 or 4 times as many neutrals also to put some variety in those.
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