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Search: Posts Made By: Urendi Maleldil
Forum: SEIV June 16th, 2009, 12:00 AM
Replies: 18
Views: 15,554
Posted By Urendi Maleldil
Re: Hex Editor on SE IV?

Yeah, but that involves the SY upgrade trick, which the AI can't do. It also makes it more complicated for players who are unfamiliar with it.
Forum: SEIV June 15th, 2009, 03:24 PM
Replies: 18
Views: 15,554
Posted By Urendi Maleldil
Re: Hex Editor on SE IV?

I would love to see the restriction of one space yard per planet removed. I'm building a mod right now in which I'd prefer to have a planet's construction rate determined by its level of industrial...
Forum: SEIV June 14th, 2009, 02:05 AM
Replies: 18
Views: 15,554
Posted By Urendi Maleldil
Re: Hex Editor on SE IV?

I think that might be a rather large undertaking, depending on how exactly Aaron coded the data and the UI...[/QUOTE]

I was part of the SEIV beta, and I remember when Aaron expanded the list to 20...
Forum: SEIV June 11th, 2009, 12:25 AM
Replies: 18
Views: 15,554
Posted By Urendi Maleldil
Re: Hex Editor on SE IV?

I would love to see someone crack open the SEIV.exe. Maybe we can get an unofficial patch to fix some bugs and add more abilities for modders. Maybe we could have a game with *gasp* more than 20...
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