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				July 15th, 2002, 10:49 AM
			
			
			
		  
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				Re: Tech-Grid-Mod
			 
             
			
		
		
		
		BM:  It shouldn't be that different from Proportions where the population modifiers slow down production on everything (resources, intel, and research).  This mod just lengthens the game in a different way.  Now combining the two mods might be a bit over the top.... 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				July 17th, 2002, 10:29 AM
			
			
			
		  
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				Re: Tech-Grid-Mod
			 
             
			
		
		
		
		Dumbluck: 
I was just reading the thread when you had replied. It was simply some "dumb luck" that I happened to reply while you were editing.     
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				July 17th, 2002, 09:10 PM
			
			
			
		  
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				Re: Tech-Grid-Mod
			 
             
			
		
		
		
		
	Quote: 
	
	
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				I think the hard part will be the weapons. Since there will be many different Version of each weapon, based on the different weapon and theory tree's that are researched. ( Yep Range, Power, size and speed ).
			
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 You can install mounts for adjusting the range, power and size as well as the cost.  However; I don't believe I've ever seen a mount adjust the speed. 
 
Anyway mounts may be the way to go for the rest.    
		
	
		
		
		
		
		
		
			
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				July 18th, 2002, 04:56 AM
			
			
			
		  
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				Re: Tech-Grid-Mod
			 
             
			
		
		
		
		You should be able to some fun stuff with mounts once the new patch comes out.  Perhaps all specialized mounts (large, planet-core, tiny, etc) should have technology requirements! (construction? industry? nanotech? Advanced Materials Science?) 
 
Perhaps the tech area "Patent Laws" should be required for mounts like cheap, premium, etc (as in the P&N mods). 
 
As to your mod.. my only concern is that it will be impossible to figure out what the prerequisities are for specific technologies.  Imagine the frustrated player researching just about anything, trying to get to a tech that they know exists, but they just can't find all the prereqs! 
		
	
		
		
		
		
		
		
			
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				July 18th, 2002, 05:43 AM
			
			
			
		  
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				Re: Tech-Grid-Mod
			 
             
			
		
		
		
		Industry, I imagine. 
-> Bulk production 
-> Extreme precision machinery 
		
	
		
		
		
		
		
		
			
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				July 18th, 2002, 02:51 PM
			
			
			
		  
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				Re: Tech-Grid-Mod
			 
             
			
		
		
		
		the key is to kiss it. 
 
The first mod will just be what is already available.  Examples would be for mineral production you need industry and mineral production. 
 
PPB you will need physics and PPB ( yes the physics will keep increasing as well ). 
 
The goal is not to confuse,,, and some has created a program to show the tech outline. 
 
Next week I will post a sampling of what I have created so far.  I will try for Tuesday.  ( Work is busy....so no fun time) 
		
	
		
		
		
		
		
		
			
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				July 18th, 2002, 03:04 PM
			
			
			
		  
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				Re: Tech-Grid-Mod
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Originally posted by tesco samoa: 
PPB you will need physics and PPB ( yes the physics will keep increasing as well ). 
			
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 So to get PPB IV you will need level 4 in Phased energy weapons and level 4 in physics?    
		
	
		
		
		
		
		
		
			
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				August 23rd, 2002, 04:52 PM
			
			
			
		  
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				Re: Tech-Grid-Mod
			 
             
			
		
		
		
		Some Updates... 
 
Work on the Facilities is coming along nicely... 
 
I will post the pre-Version of the facilities in the mod directory if some one wants to look at it. 
 
I should have the Facility.txt done some time next week .... mind you life keeps getting in the way.... But there is work being done. 
		
	
		
		
		
		
		
		
			
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				April 18th, 2003, 07:08 AM
			
			
			
		  
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				Re: Tech-Grid-Mod
			 
             
			
		
		
		
		update       
3 weeks then it will be ready for play testing  
		
	
		
		
		
		
		
		
			
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				April 18th, 2003, 07:10 AM
			
			
			
		  
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				Re: Tech-Grid-Mod
			 
             
			
		
		
		
		It better be! 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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