Things that modders can use?
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1) Research and Intelligence points generation for components. This and resource storage makes true nomadic races possible. Just do it, MM!
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2) Increase population storage. Why is there a facility cargo ability but not a facility population ability? It should be simple to add.
3) Restore the requirement for special population quarters to move population. (At least as an option.) It seems a bit silly to pack 'people' into empty cargo holds like packing crates. Don't they need heat and air, furniture, cooking facilities, etc?
4) Exploding component -- MM told someone or other he was going to implement the component that did extra damage when it was destroyed, but he hasn't done it yet. Someone remind him.
5) Restore the Chlorine atmosphere type. It would enhance the 'atmosphere' of the game to have more variety!
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We can think of plenty of races to use this atmosphere type.
6) Restore the ability to colonize asteroids. This would be another good thing with the 'nomadic' races. You could have a space-living race that can't live on planets but requires asteroids.
In fact, change the way colonization works so that any colony on your 'non-native' planet type is always domed just like 'non-native' atmosphere colonies are domed. With no way to change planet
types you'd have a reasonable penalty for the rather strange act of colonize gas giants with ground (rock) dwelling races, or vice-versa.
7) Ability to tow/move another ship or base with a tractor beam.
8) A 'units only' space yard type.
9) Warp gates (artificial warp points)
10) Yes, the 'requires ability' ability for warp points needs to be enabled so you can have a 'warp component' to eat up space in star ships and give an advantage to system ships.
11) And of course, all those nifty things listed in the config files but since forgotten... planetary cloak, planetary engines, all those nifty restrictions for ship designs, etc...
[ February 13, 2003, 17:39: Message edited by: Baron Munchausen ]