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  #51  
Old July 14th, 2004, 04:21 AM
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Default Re: Space Food Empires!

I've added some more facilities, mostly under the individual empire technology sections.

I still could use ideas for alternative population happiness facilities, military facilities, and resource-related ones...
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  #52  
Old August 14th, 2004, 12:33 PM
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Default Re: Space Food Empires!

Greetings.

I've updated the technology section of the site with the latest items. What's even better is that most of stuff is now entered in the data files. I just need to finish off some vehicle entries and system types and the mod should be somewhat playable from each of the race's perspective.
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  #53  
Old August 14th, 2004, 01:29 PM
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Default Re: Space Food Empires!

Have you been uploading periodic backups to the site, in the event of another HD failure?
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  #54  
Old August 14th, 2004, 03:21 PM
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Default Re: Space Food Empires!

The website itself is on my HD and Online.

All the data files are kept in triplicate and I back up my graphics directory on CD.

No more getting burned.
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  #55  
Old August 24th, 2004, 11:54 PM
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Default Re: Space Food Empires!

I posted this item regarding research in the Space Food Empires forum at SE.net:

Quote:
Research paths in the Space Food Empires mod are a bit different than regular SE:IV. The biggest difference is that some components and almost all weapons have their own tech area rather than becoming available after a particular "broad field" is researched.

For example in stock SE:IV, you might research "Energy Stream Weapons" and be rewarded with Anti-Proton Beams. In SFEmod, you might research "Beam Weapons" and then depending on your racial trait, you'd recieved a number of further research opportunities. In the case you're using the Banana racial trait, one option would be Anti-Potassium Beams and another might be Heat Rays. Researching either tech area would provide you the actual component.

The end result is that the research tree is much more branched and provides many different options for the player. For the most part - only core theoretical technologies are necessary to advance to more sophisticated levels of development. This allows the player to dabble in more side branches to fit the current situation without sacrificing their future technological capability.

Another note on research that there is moderate tech gridding. I'd estimated approximately half of the tech areas have two prerequisites (not counting racial trait requirements). Most of the combinations are quite logical and in most cases balanced researching should be more than enough to overcome "blind" research paths where you're not sure what you're getting in return.
Anyways, just thought I throw this item out for discussion.
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  #56  
Old August 25th, 2004, 12:00 PM
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Default Re: Space Food Empires!

Is there a D/L of this in one place? or do you need to do it in peices?
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  #57  
Old August 25th, 2004, 12:06 PM
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Default Re: Space Food Empires!

So how is the status of your mod, Kwok ? How much time until release ?
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  #58  
Old August 25th, 2004, 06:36 PM
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Default Re: Space Food Empires!

Quote:
mottlee said:
Is there a D/L of this in one place? or do you need to do it in peices?
No downloads yet.

Quote:
Ragnarok-X said:
So how is the status of your mod, Kwok ? How much time until release?
I need to do the following things before it is playable in a meaningful way:
  • Finish adding weapons to components.txt
  • Finish adding racial facilities to facilities.txt
  • Finish off system type entries (nebula/storm/asteroid etc)
  • Add racial trait units to vehiclesizes.txt
  • Make simple "placeholder" images for racial ships

I've been working hard entering lots of data this Last week, so I expect the above to be done by the first week of Sept.

I also keeep a detailed excel file that contains an excellent overview of items in the mod including tech requirements, propulsion, weapon Ratings, and more. If you want to have a look at it, send me an e-mail.
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  #59  
Old August 25th, 2004, 07:57 PM
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Default Re: Space Food Empires!

Kwok, have you heard of my Templatizer? It might ease some of your trouble with entering those massive amounts of data
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  #60  
Old August 25th, 2004, 08:52 PM
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Default Re: Space Food Empires!

Quote:
Ed Kolis said:
Kwok, have you heard of my Templatizer? It might ease some of your trouble with entering those massive amounts of data
I'll give it a shot but it's mostly cut and paste work and I've been entering non-formulaic costs for many items so I don't know how useful it might be.
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