April 5th, 2002, 11:39 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
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Re: How easy is it to add a Tech Area to a Mod
Tnarg:
What I am saying is that it would be very cool to get something like that in a game, however, it would involve deep hardcode changes, and would be limited to SE5 or SE6.
Daydreams of possible simulated futures...
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