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  #31  
Old January 28th, 2007, 03:08 PM
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Default Re: [Planning] Unofficial SEIV Expansion Pack

I've opened up a development group on Google that should help us collaborate a little better, especially once we start flinging files around.

http://groups.google.com/group/use4ep-development/
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  #32  
Old January 28th, 2007, 08:28 PM
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Default Re: [Planning] Unofficial SEIV Expansion Pack

Not to be negative, but I am telling you that this selling concept can only end badly. I have been through with it some very skilled and up front people over a Tribes deal and it ended very badly. (I mean VERY badly.)

However if your going to give it a whirl, and can use any of my stuff, I give you permission to do so as long as any portion of my percentage of the profit goes toward PBW as a donation.
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  #33  
Old January 28th, 2007, 11:37 PM
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Default Re: [Planning] Unofficial SEIV Expansion Pack

Atrocities, I think I know where you're coming from. That's why I think this will be better (and more fun):

Quote:
Urendi Maleldil said:
Instead of selling it we could distribute it for free exclusively on a special "support PBW" website with a prominent paypal "donate" button.

Then we put the word out to various gaming publications and web sites with a quick press release letting them know that SE4 is still around, people are still modding it, there's an active SE4 multiplayer community out there called PBW, and why don't you stop by for a friendly game?
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  #34  
Old February 1st, 2007, 02:49 PM
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Default Re: [Planning] Unofficial SEIV Expansion Pack

Do you guys thing the expansion should include Ed Kolis's Colony Tech Mod 2?

I think having untradeable colony techs without the need to select a special racial trait would be a worthy addition.
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  #35  
Old February 1st, 2007, 03:39 PM
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Default Re: [Planning] Unofficial SEIV Expansion Pack

Without making them racial techs? How does that work?
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  #36  
Old February 1st, 2007, 04:30 PM
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Default Re: [Planning] Unofficial SEIV Expansion Pack

It exploits a quirk with unique tech area handling. link
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  #37  
Old February 1st, 2007, 05:50 PM
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Default Re: [Planning] Unofficial SEIV Expansion Pack

Quote:
Captain Kwok said:
Hadrian got permission to sell the mod in the sense to cover the shipping costs - not for profit.

If it were ever possible to charge money for such a mod, I would think the cash would have to go to something like PBW.
Kwok is right, my permission only extended to recovering the costs of making the CD's and mailing them because, at that time, online distribution was cost prohibitive for me. I wasn't gonna make a penny off of it.
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  #38  
Old February 1st, 2007, 07:44 PM
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Default Re: [Planning] Unofficial SEIV Expansion Pack

You might consider looking at such mods as Adamant's racial traits to see how they use REQUIRED negative values to further limit cheating and such.
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  #39  
Old February 2nd, 2007, 03:33 AM
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Default Re: [Planning] Unofficial SEIV Expansion Pack

I though the required abilities field didn't work. I'll have to take a closer look at Adamant.
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  #40  
Old February 2nd, 2007, 05:36 AM
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Default Re: [Planning] Unofficial SEIV Expansion Pack

What he is referring to is adding a trait to give, say, 10000 points, then making the colony tech traits cost 10000 points. This strongly discourages players from taking 2 colony tech traits.
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