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  #221  
Old February 1st, 2006, 04:11 AM
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Default Re: Space Food Empires - Ver 0.20 Coming Soon!

The Fruit Explorer look alot like...

http://www.starfleet-museum.org/amarillo.htm

But that's ok...All the sketches look great...a cartoony feel is what I envision...and I think it's really great, and it's going to be a wonderful mod for SEV.

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  #222  
Old February 1st, 2006, 04:22 AM
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Default Re: Space Food Empires

You'll notice a lot of 'subtle' Star Trek design motifs in the ships - much of the original concept was based on a Food Trek thing, in which the lore of the Space Food universe was established.
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  #223  
Old February 2nd, 2006, 07:47 PM
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Default Re: Space Food Empires

I'm going to add 4 monster types to the game, each with a unique set of 'weapons' and attributes. In general, all monsters can regenerate themselves if damaged as long as their 'brain' is intact. They have bodies of different sizes and are protected in general by their protective 'skins'.

Flying Spaghetti Monsters:
Manipulate and attack objects with their noodly appendages

Processor Monsters:
Self-relplicating robots created by an extinct Food race. Desire to chop up all organic matter that crosses their path.

Fungal Monsters:
Space fungi that infect ships and planets with their poisonous spores.

Stomach Monsters:
Wierd organic lifeforms that attempt to devour all organic matter they encounter in space.
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  #224  
Old February 3rd, 2006, 05:07 PM
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Default Re: Space Food Empires

Here's what I've planned so far for 'weapons':

Flying Spaghetti Monster
Noodly Appendage Attack (Half Damage To Shields)
Noodly Appendage Defense (Point Defense)
Noodly Appendage Grab (Pull Target)
Noodly Appendage Push (Push Target)

Processor Monster
Heat Ray (Normal)
Claw Attack (Half Damage To Shields)
Chopper (Skips Armor)
Chopper Defense (Point Defense)
Grabber (Pull Target)

Fungal Monster
Mold Attack (Plague)
Spore Attack (?)
Spore Defense (Point Defense)

Stomach Monster
Bite Attack (Half Damage To Shields)
Acid Attack (Skips Armor)
Acid Defense (Point Defense)
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  #225  
Old February 3rd, 2006, 07:20 PM
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Default Re: Space Food Empires

Truly. Awesome. Idea.
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  #226  
Old February 3rd, 2006, 08:49 PM
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Default Re: Space Food Empires

Oh yeah. Food fight in space.
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  #227  
Old February 3rd, 2006, 10:53 PM
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Default Re: Space Food Empires

I've added a dozen sketches of Food ships here:
http://sfe.captainkwok.net/graphics.php

Enjoy.
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  #228  
Old February 4th, 2006, 10:58 AM
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Default Re: Space Food Empires!

Ooh - I just had an idea..... How about Herbs & Spices as (a) race(s)? It could be a major, playable race, but it could also be the Neutrals; so you can have Parsley neutrals, Basil neutrals, Oregano neutrals, Mint neutrals, you name it. It's just an idea, just struck me.
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  #229  
Old February 4th, 2006, 11:14 AM
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Default Re: Space Food Empires!

Actually I already 10 neutral (or minor) races, which you can find list here:
http://sfe.captainkwok.net/empires/neutrals.php

I ended up making spices a special substance that gives a few unique components through the Spice Experts racial trait.

But thanks for the ideas.
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  #230  
Old February 4th, 2006, 01:44 PM
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Default Re: Space Food Empires!

The 0.22 patch doesn't work with Quick Start races. The race files search for "Banana Technology" or "Carrot Technology" racial traits, but these traits are simply marked "Banana" or "Carrot" in the racial traits file. Thus, you get errors when clicking the Quick Start button. Renaming the traits to include the word "Technology" works like (or rather, much better than) a charm.

edit: Maybe, when this mod is just about complete and all you're doing is adding small features, you could add Food Products as empires, neutral or not. The first things that spring to mind are Bread, Pizzas and Twinkies, but there's probably a lot more stuff. Just sprang to mind.
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