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June 10th, 2001, 11:26 PM
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National Security Advisor
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Primitive mod: a bust
I just don't have enough room to manuver to do what I'd been planning on. SE4 wasn't built with going LOWER in the tech in mind.. I'd have to rewrite the entire tech tree to get this to work, and I'm not willing to do that.
Maybe someone else will be able to pull it off, maybe with less to do. I just can't do it.
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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June 11th, 2001, 07:25 AM
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Captain
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Re: Primitive mod: a bust
I've started a mod that starts at lower tech. You start with Gatling cannons, nuclear missiles (large one shot devestating) and rocket engines.
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Captain, I found your pants.
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June 11th, 2001, 07:27 AM
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Captain
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Re: Primitive mod: a bust
I've started a mod that starts at lower tech. You start with Gatling cannons, nuclear missiles (large one shot devestating) and rocket engines (tons of fuel, 1 movement)
I also created a new movement system: Engines (all ships can have a max of four all)that steadily increase to to require less fuel.
Then a drive system (one per ship) which adds bonus movement and supply.
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Captain, I found your pants.
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June 11th, 2001, 12:43 PM
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General
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Re: Primitive mod: a bust
Wow - too bad Phoenix, I was looking fwd to your mod, but I can see why you're stopping- For the exact reason I never tried it in the 1st place=-)
In another thread I saw somone asking S_J to include "spare" racial slots in his mod - I think this would take a lot of the hard work out. (Depending on your approach, of course.)
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"Pinky, are you pondering what I'm pondering?"
"Uh, I think so, Brain, but balancing a family and a career ... oooh, it's all too much for me. "
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June 11th, 2001, 03:35 PM
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First Lieutenant
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Re: Primitive mod: a bust
The hardest part of creating this mod is removing all the standard techs from the primitive race and only allowing them their own.
SJ has already done a lot of the work in his pirate mod, he made a lot of the techs/items belong to the Normal trait. Maybe you could use that as a base to finish the mod. I could help if you like, let me know what you want me to edit, just beware I have clumsy fingers and am famous for extra blank lines
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June 14th, 2001, 08:41 PM
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National Security Advisor
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Re: Primitive mod: a bust
Apologies for the late reply..
Anyway, the problem isn't so much getting it done as not having enough space to work in.
What do I mean? I was working up for 1900 up, which means rifles, cannons, etc.. so I need varied damage values.
The problem crops up when first, the Ground Cannon does 10 damage.. I needed more to work with than 9 points.
Second, these 'armies' would handily get their *** whooped by the population, seeing as I can't seem to change the "militia" damage.
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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June 14th, 2001, 10:15 PM
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Shrapnel Fanatic
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Re: Primitive mod: a bust
quote: Second, these 'armies' would handily get their *** whooped by the population, seeing as I can't seem to change the "militia" damage.
Well, militia units take on 10,000 ton battlemech/tank/whatever units, so the militias are quite large.
Your rifleman unit could get swamped by a horde of militia - the entire population is facing slavery if they lose, so the size of a militia unit could be enormous.
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June 14th, 2001, 11:56 PM
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Sergeant
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Re: Primitive mod: a bust
IIRC the Damage values and hit points for militia are changeable in settings.txt.
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