|
|
|
|
|
July 15th, 2002, 10:49 AM
|
Lieutenant Colonel
|
|
Join Date: Feb 2001
Location: iola, ks, usa
Posts: 1,319
Thanks: 3
Thanked 0 Times in 0 Posts
|
|
Re: Tech-Grid-Mod
BM: It shouldn't be that different from Proportions where the population modifiers slow down production on everything (resources, intel, and research). This mod just lengthens the game in a different way. Now combining the two mods might be a bit over the top....
|
July 17th, 2002, 10:29 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Tech-Grid-Mod
Dumbluck:
I was just reading the thread when you had replied. It was simply some "dumb luck" that I happened to reply while you were editing.
|
July 17th, 2002, 09:10 PM
|
First Lieutenant
|
|
Join Date: Dec 2001
Location: SE Pennsylvania
Posts: 722
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Tech-Grid-Mod
Quote:
I think the hard part will be the weapons. Since there will be many different Version of each weapon, based on the different weapon and theory tree's that are researched. ( Yep Range, Power, size and speed ).
|
You can install mounts for adjusting the range, power and size as well as the cost. However; I don't believe I've ever seen a mount adjust the speed.
Anyway mounts may be the way to go for the rest.
__________________
Gaze upon Taz-in-Space and TREMBLE!
<img src=http://imagemodserver.mine.nu/other/MM/SE4/warning_labels/inuse/taz.jpg alt= - /]
WARNING: Always count fingers after feeding the Tazmanian Devil!
|
July 18th, 2002, 04:56 AM
|
|
First Lieutenant
|
|
Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
Posts: 738
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Tech-Grid-Mod
You should be able to some fun stuff with mounts once the new patch comes out. Perhaps all specialized mounts (large, planet-core, tiny, etc) should have technology requirements! (construction? industry? nanotech? Advanced Materials Science?)
Perhaps the tech area "Patent Laws" should be required for mounts like cheap, premium, etc (as in the P&N mods).
As to your mod.. my only concern is that it will be impossible to figure out what the prerequisities are for specific technologies. Imagine the frustrated player researching just about anything, trying to get to a tech that they know exists, but they just can't find all the prereqs!
__________________
Jimbob
The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
-S�ren Kierkegaard
|
July 18th, 2002, 05:43 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Tech-Grid-Mod
Industry, I imagine.
-> Bulk production
-> Extreme precision machinery
__________________
Things you want:
|
July 18th, 2002, 02:51 PM
|
General
|
|
Join Date: Jul 2001
Location: Canada
Posts: 4,603
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Tech-Grid-Mod
the key is to kiss it.
The first mod will just be what is already available. Examples would be for mineral production you need industry and mineral production.
PPB you will need physics and PPB ( yes the physics will keep increasing as well ).
The goal is not to confuse,,, and some has created a program to show the tech outline.
Next week I will post a sampling of what I have created so far. I will try for Tuesday. ( Work is busy....so no fun time)
__________________
RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
|
July 18th, 2002, 03:04 PM
|
|
National Security Advisor
|
|
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
|
|
Re: Tech-Grid-Mod
Quote:
Originally posted by tesco samoa:
PPB you will need physics and PPB ( yes the physics will keep increasing as well ).
|
So to get PPB IV you will need level 4 in Phased energy weapons and level 4 in physics?
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
|
August 23rd, 2002, 04:52 PM
|
General
|
|
Join Date: Jul 2001
Location: Canada
Posts: 4,603
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Tech-Grid-Mod
Some Updates...
Work on the Facilities is coming along nicely...
I will post the pre-Version of the facilities in the mod directory if some one wants to look at it.
I should have the Facility.txt done some time next week .... mind you life keeps getting in the way.... But there is work being done.
__________________
RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
|
April 18th, 2003, 07:08 AM
|
General
|
|
Join Date: Jul 2001
Location: Canada
Posts: 4,603
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Tech-Grid-Mod
update
3 weeks then it will be ready for play testing
__________________
RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
|
April 18th, 2003, 07:10 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Tech-Grid-Mod
It better be!
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|