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  #21  
Old June 20th, 2007, 03:16 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Kwok\'s next Mod

If you're looking to be logical try hanging the base and ship construction techs off of a theoretical "Engineering" field. And please, please break up Stellar Manipulations already! It's been a catch-all for various almost unrelated techs for much too long.
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  #22  
Old June 20th, 2007, 03:19 PM

aegisx aegisx is offline
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Default Re: Kwok\'s next Mod

I would also like to see planets use more resources. Currently, they really do not require much to maintain, which fuels rapid expansion.
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  #23  
Old June 20th, 2007, 04:38 PM

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Default Re: Kwok\'s next Mod

Quote:
aegisx said:
I would also like to see planets use more resources. Currently, they really do not require much to maintain, which fuels rapid expansion.
That is a tough one to balance slow developement versus fun in playing. If it takes forever for the game to get going you could find MANY people quitting the game for greener pastures.

I too like the build up process, but we gotta find a happy medium. I think all that is handled well with the research cost selection on the game set up along with planets and values, etc.
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  #24  
Old June 20th, 2007, 04:51 PM
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Fyron Fyron is offline
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Default Re: Kwok\'s next Mod

Baron Munchausen said:
"And please, please break up Stellar Manipulations already! It's been a catch-all for various almost unrelated techs for much too long."


Indeed. I break it up in all of my mods.
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  #25  
Old June 20th, 2007, 06:53 PM

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Default Re: Kwok\'s next Mod

Romulus68:

You should know how fast people can expand and abuse the system... Just ask Grend in our game. There is no stopping his expansion, unless everyone else expands the same way.
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  #26  
Old June 21st, 2007, 12:50 AM
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narf poit chez BOOM narf poit chez BOOM is offline
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Default Re: Kwok\'s next Mod

Well, expansion is sort of the point of the game.
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  #27  
Old June 21st, 2007, 01:23 AM
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Default Re: Kwok\'s next Mod

Any idea of how long it will take before you have a playable version of this mod CK?
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  #28  
Old June 21st, 2007, 07:53 AM

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Default Re: Kwok\'s next Mod

Quote:
narf poit chez BOOM said:
Well, expansion is sort of the point of the game.
I agree, but I think establishing a new colony should be a decision, not a necessity. Grend posted an expansion guide on se.com, and I've seen him do it in several games. It is very effective and there is nothing to hold back the massive expansion. I just think there should be more expense to establishing a new colony.
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  #29  
Old June 21st, 2007, 08:41 AM
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Default Re: Kwok\'s next Mod

Quote:
Atrocities said:
Any idea of how long it will take before you have a playable version of this mod CK?
Not sure exactly. I've started editing the data files and making the revised tech tree, but it's going to take a bit of work to implement an AI-sensitive version of the leaky armor.
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  #30  
Old June 21st, 2007, 11:41 AM
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Default Re: Kwok\'s next Mod

aegisx said:
"I agree, but I think establishing a new colony should be a decision, not a necessity."


It's not entirely clear to me why nerfing one of the Xs of a 4X game is a good thing. Civ4 did it, and it sucked; probably the worst part of the game. Establishing new colonies should always be beneficial, and thus not much of a decision.
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