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Old October 17th, 2004, 07:14 PM
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Default Re: Space Food Empires!

Why would each race having its own colony tech require all of a race's colony modules to cost the same? You could have Banana Ice Colonization, Banana Rock Colonization, and Banana Gas Colonization all as separate techs/components, and define their research/construction costs independently for each composition/race combination. It might take more work, but it might just be worth it, if meat can colonize ice planets just fine (cold cuts anyone? ) but oranges can't without LOTS of research (they freeze! )

BTW, I had a weird dream about Space Food Empires Last night ... what basically happened was I was walking around my house when I was accosted by these tiny Pikmin-like things with various forms of food growing out of their heads... they all started attacking me and I had to fend them off; I realized that Space Food Empires must have been released and these were the ground troops from the game... at first I just fought them all off and that caused them to get mad, but eventually I realized I could try to be friendly to some of them and only fight the really hostile ones... it also involved something with colors and each color had a different type of animal associated with it, and the brown empire (which apparently I was) had this really friendly but horribly combat-inept labrador retriever... I think I was allied with the black empire but their wolf always seemed menacing... oh yeah, and after all the enemies were defeated I got to eat the food growing out of their heads; the blue Pikmin-things were my Favorites to defeat because they were the candy empire!

edit: YEAH kwok, why DON'T you have any junk food in your mod? or are they the space monsters?
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Old October 17th, 2004, 08:03 PM
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Default Re: Space Food Empires!

Ed:

What you describe is how I had it setup originally - except I thought I might be eliminating options for players who wanted to play a certain race but not be restricted to the planet type attached to that race. [img]/threads/images/Graemlins/Cold.gif[/img]

I've tried to avoid any "processed" foods from the mod, with the exception of the Meat Empire, that's why I don't have junk food and things of that sort as races.
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Old October 17th, 2004, 11:52 PM

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Default Re: Space Food Empires!

Quote:
Captain Kwok said:

I've tried to avoid any "processed" foods from the mod, with the exception of the Meat Empire, that's why I don't have junk food and things of that sort as races.
Hey, meat isn't processed! At least, not if you buy it direct from the source! Now, the stuff you buy in the stores...well that can be called processed, but so can oranges that are sprayed with pesticides, and vegetables that are grown with fertilizers. So I guess all of your races are "processed foods" to a certain extent!
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Old October 18th, 2004, 01:33 AM
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Default Re: Space Food Empires!

What I meant by meat is processed that it comes from a cow etc. first.
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Old October 18th, 2004, 04:19 AM
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Default Re: Space Food Empires!

100th!
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Old October 18th, 2004, 11:50 AM

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Default Re: Space Food Empires!

Quote:
Captain Kwok said:
What I meant by meat is processed that it comes from a cow etc. first.
Ooo, now I've got it! [img]/threads/images/Graemlins/Cold.gif[/img] Sorry about that, I misunderstood.
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Old October 20th, 2004, 09:17 AM
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Default Re: Space Food Empires!

Ack!

I just realized that in my current system - colonization techs are completely tradable because they are not restricted by racial trait - only the components are. Duh.

Oh well, I guess I could make a tech area for each colonization type for each race...? Or I could just go with the tried and true Rock natives etc. [img]/threads/images/Graemlins/Cold.gif[/img]
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Old November 10th, 2004, 12:51 AM
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Default Re: Space Food Empires!

Greetings.

I'm still plugging away at this mod whenever my schedule allows for it, and it's looking pretty good. I still have half of the racial weapons to add, plus all of the racial facilities, which is not too bad. I've also spent some time putting together some rudimentry AI in terms of research and ship design to help make the upcoming testing more productive. One observation I've noted is that there sure are a lot of research options!

I've made a minor switch to the propulsion system. It's still a pseudo-QNP system, except supplies have been removed from the engines and added to reactors. It's more similar to Adamant Mod now if you're familiar with Fyron's work.

So this is what I want to finish my mid-December:
- Add remainder of Racial Weapons
- Add remainder of Racial Facilities
- Touch-ups for culture, happiness, and system types files
- Finish up a few basic AI files to allow for solo games

This should yield a fairly functional "beta".

My ISP is discontinuing its free webspace after December and is referring me to use Yahoo Geocities, since Yahoo is its partner nowadays. This is not an option for me, so I won't be updating the site until I get my own webspace.

If you are interested in seeing an updated listing of stuff in the mod, I keep an extensive excel file with all sorts of stuff in it. Drop me an e-mail if you want a peek.
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