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				November 2nd, 2004, 09:23 PM
			
			
			
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				 SE3 mod for SE4 
 The goal of this is to include as much from SE3 as possible.Re-Mods can be done later, and should be done elsewhere.
 
 Some basics:
 - Direct fire weapons can all be copied easily.
 - Shields and regenerators can be copied.
 - Hull sizes, C&C requirements, engines per move and engine limits can be copied, along with cost and other modifiers.
 - E-build removed (100% ebuild, 100% slowbuild)
 - Construction points: Organic and Rad resources removed, leaving one resource; minerals = construction points
 - construction centers provide resource storage.
 - Population bonus levels
 
 Some harder items:
 - Missiles can be set to infinite range, provided that mounts are used to bring the launch range back down.
 - Construction... build tiny ship-cores and then retrofit on all the components to repair over time?
 - supply... engines and weapons use none, but supplies degrade over time (somehow)
 - armor layer:  limited armor, probably through the X-Per-Ship limits.  Additional armor components would be limited to leaky-style only.
 - Spaceyard at 100M population
 - Asteroid colonies; incompatible with planet creation/destruction tech, but easy otherwise.
 
 Some "maybe" items:
 - Resampled SE3 components and facilities, brought up to SE4 mini and portrait sizes.
 - multiply hitpoints and damage by 10x so that the combat bar graphs work better.
 
 
 PS:
 please add suggestions for SE3 features to include, and ideas on how to do some of the hard items.
 
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				November 2nd, 2004, 10:07 PM
			
			
			
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				 Re: SE3 mod for SE4 
 So you want to edit the hard code then?  That is the only way I can see to remove Orgs and Rads unless you set all components, facilities to 0 org and rad and then remove all production facilities for them.  Also set them to 0 in the settings tab.
 Is this what you plan on doing?
 
				__________________Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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				November 2nd, 2004, 11:01 PM
			
			
			
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				 Re: SE3 mod for SE4 
 Well, yeah.  Remove them from having in-game effects.  They'll be reduced to flavour text.
 Although in trivial amounts, they may still come in handy for setting up some of the construction features.
 
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				November 3rd, 2004, 09:37 AM
			
			
			
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				 Re: SE3 mod for SE4 
 Be sure to use Andres' beautifully re-rendered SE3 shipsets. |  
	
		
	
	
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				November 3rd, 2004, 09:54 AM
			
			
			
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				 Re: SE3 mod for SE4 
 Funny, I wanted to do a SE2-ism mod for SE4 one time (single "tech area", fewer warp points, smaller ships), but the one thing stopping me was my lack of a registered copy of SE2 so I could see the entire tech tree...  
				__________________The Ed draws near! What dost thou deaux?
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				November 5th, 2004, 09:03 AM
			
			
			
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				 Re: SE3 mod for SE4 
 intresting but on se3 were more atmospheres i wonder if it's possible to add them to se4, if it's possible i haven't figure out how...., if it's possible maybe someone on the forum knows how 
				__________________If you see a light at the end of a wormhole its a photon torpedo!
 
 You think is such three dimensional way, how small have you become - Borg Queen.
 
 Whatever that thing was the Shivans got one less of them now - S.O.C. Freespace 2
 
 We're the borg, lower your shields and surrender your ships, we will add your technological and biological distintiveness to our own your race will adapt to serve us, resistant is futile.
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				November 5th, 2004, 09:55 AM
			
			
			
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				 Re: SE3 mod for SE4 
 No, you can't add more atmospheres or planet types... have to wait for SE5 for that    
You can add more planet SIZES, however...
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				November 5th, 2004, 11:59 AM
			
			
			
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				 Re: SE3 mod for SE4 
 
	Quote: 
	
		| Ed Kolis said: No, you can't add more atmospheres or planet types... have to wait for SE5 for that
  
 You can add more planet SIZES, however...
 
 |  About that... I think we will probably have to leave the surface research in, and forget about the atmosphere research.
 
Unless we could somehow add more surface types, and then match them up with atmospheres, or something...
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				November 8th, 2004, 02:27 AM
			
			
			
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				 Re: SE3 mod for SE4 
 Well, I've gone through and changed all the basic components over to SE3 Versions.   Also done the core of vehiclesizes and units.Trimmed out the non-se3 like facilities; copying over stats for the remaining ones will be for tomorrow.
 
 PS:
 If somebody could map out the tech tree prerequisites and max levels, and also find at which level the component families start, that would come in really handy.
 
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				November 8th, 2004, 05:15 PM
			
			
			
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				 Re: SE3 mod for SE4 
 i once made a tech tree for se4 on power point, noone seems to be very intrested on it, i think i can make one of se3, but it will take a some time.... 'cause i'm working on a mod also, but i can do both. 
				__________________If you see a light at the end of a wormhole its a photon torpedo!
 
 You think is such three dimensional way, how small have you become - Borg Queen.
 
 Whatever that thing was the Shivans got one less of them now - S.O.C. Freespace 2
 
 We're the borg, lower your shields and surrender your ships, we will add your technological and biological distintiveness to our own your race will adapt to serve us, resistant is futile.
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