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August 1st, 2005, 01:15 PM
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General
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Re: Space Food Empires - Ver 0.20 Coming Soon!
Those of us in the PBW SFE test games need to apply this patch, correct? But only after PBW is back up and the current turn has processed?
__________________
Courage doesn't always roar. Sometimes courage is that little voice at the end of the day that says "I'll try again tomorrow".
Maturity is knowing you were an idiot in the past. Wisdom is knowing that you'll be an idiot in the future.
Download the Nosral Confederacy (a shipset based upon the Phong) and the Tyrellian Imperium, an organic looking shipset I created! (The Nosral are the better of the two [img]/threads/images/Graemlins/Grin.gif[/img] )
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August 1st, 2005, 01:20 PM
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National Security Advisor
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Re: Space Food Empires - Ver 0.20 Coming Soon!
Quote:
Renegade 13 said:
Those of us in the PBW SFE test games need to apply this patch, correct? But only after PBW is back up and the current turn has processed?
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Yep. I just finished posting that in our game thread too. 
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August 13th, 2005, 02:42 PM
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National Security Advisor
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Re: Space Food Empires - Ver 0.20 Coming Soon!
There's a new patch available for Space Food Empires. The patch will update the mod to version 0.22 and makes a few important changes to reactor and engine costs, plus a few other fixes. It also adds a new systemnames.txt file with more foody names.
You can find it in the downloads section at the Space Food Empires site:
http://sfe.captainkwok.net/home.php
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August 13th, 2005, 07:15 PM
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Major General
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Re: Space Food Empires - Ver 0.20 Coming Soon!
Do you have a pepper grinder yet?
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August 13th, 2005, 11:24 PM
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National Security Advisor
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Re: Space Food Empires
Quote:
NullAshton said:
Do you have a pepper grinder yet?
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Why don't you download the mod and check? 
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August 29th, 2005, 11:51 AM
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National Security Advisor
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Re: Space Food Empires
Greetings!
Just a little progress update for the mod. I've been working on the next patch (0.23) which is focusing on making improvements to the AI so that players can have a more enjoyable time with solo play. I'm hoping to get this patch out during the Labour Day weekend.
If you've tried the mod, feel free to post comments/suggestions here or in the SE.net Space Food Empires forum. That way I can address additional issues.
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September 6th, 2005, 11:00 AM
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National Security Advisor
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Re: Space Food Empires
Greetings!
I'm running a bit late with the next patch which I had originally intended to get out yesterday. Although I've got the AI using planets more effectively in addition to building units and ships, the main delay is establishing the specific research and design files for each race. It's not all that difficult, but it is time consuming as I can't just copy and paste without some significant editing.
On a second note, as mentioned elsewhere, the 'pollution' effect using negative values for the planet conditions ability does not work. However, I think I will continue to keep the unhappiness aspect from industrial facilities in the mod. Right now, the AI doesn't do all that well with it as I have set up the facility queues with happiness facilities to be built after every 5 industrial ones - but it turns out the planets are rioting beforehand! Anyhow, I'll make a few minor tweaks to the happiness files and facility queues to fix it. I really wish you could have happiness increments in decimals rather than just whole integers. There's at least one game coming out that does that...
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February 1st, 2006, 04:11 AM
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Captain
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Re: Space Food Empires - Ver 0.20 Coming Soon!
The Fruit Explorer look alot like...
http://www.starfleet-museum.org/amarillo.htm
But that's ok...All the sketches look great...a cartoony feel is what I envision...and I think it's really great, and it's going to be a wonderful mod for SEV.
Kana
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February 1st, 2006, 04:22 AM
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National Security Advisor
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Re: Space Food Empires
You'll notice a lot of 'subtle' Star Trek design motifs in the ships - much of the original concept was based on a Food Trek thing, in which the lore of the Space Food universe was established.
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February 2nd, 2006, 07:47 PM
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National Security Advisor
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Re: Space Food Empires
I'm going to add 4 monster types to the game, each with a unique set of 'weapons' and attributes. In general, all monsters can regenerate themselves if damaged as long as their 'brain' is intact. They have bodies of different sizes and are protected in general by their protective 'skins'.
Flying Spaghetti Monsters:
Manipulate and attack objects with their noodly appendages
Processor Monsters:
Self-relplicating robots created by an extinct Food race. Desire to chop up all organic matter that crosses their path.
Fungal Monsters:
Space fungi that infect ships and planets with their poisonous spores.
Stomach Monsters:
Wierd organic lifeforms that attempt to devour all organic matter they encounter in space.
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