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October 27th, 2005, 11:59 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Middle Earth in SEIV
Have you seen the Fantasy Empires Mod? You and Spoon could probably compare notes.
"-construction facilities are all separated for planets. You will need one of each: construction, recruiting, and magic guild (I'll need to make a combined one for AI)."
How are you accomplishing this? Somethin akin to space yacd expansions? Or are they meant as a way to specialize worlds for one type of production?
The Imago Mod has lots of medieval facilities that may be of use. Also, it is quite possible that those you find for your mod could be usable in Adamant.
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October 27th, 2005, 12:42 PM
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Sergeant
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Re: Middle Earth in SEIV
I had never heard of the Fantasy Empires Mod before. I'll have to look into it. Is Spoon still around?
I went with the expansion moddle for the space yards. The only down side is the few turns after the first one is constructed untill the third you are lacking in 1 or 2 production areas, but it might add another thing to think about. I will need to remind players to build them in a certain order though so they can still construct the other two.
I am going to try to specialize production by planet type however, using the StellarAbilityTypes.txt. I think it will work if the game setup doesn't mess things up. If it does, I think I can still make it work.
I liked several of the facilities in the Image Mod. Do I need to include credits for those with my mod or is the Image Mod credits enough? Also is the fact that they are in the Image Mod considered permission to use them?
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October 27th, 2005, 03:23 PM
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Shrapnel Fanatic
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Re: Middle Earth in SEIV
You can't add any abilities to StellarAbilityTypes.txt that do not effect the attributes of the planet itself. Cargo works, resource modifiers and SY abilities do not.
Just point people to download the Image Mod. Including images from it in your mod download is contrary to the main purpose of the Image Mod, which is to only need to download images once for use in many mods. You could even submit images to it and not need to include any in the mod download at all. This also prevents overlaps in the event of Image Msf updates.
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October 27th, 2005, 04:12 PM
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Sergeant
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Re: Middle Earth in SEIV
I'll have to keep track of my images then so I can add them to it. Thanks for the info.
As far as stellar abilities, I wasn't refering to SY's. I meant a bonus to production for a specific resource. making it almost useless to build a mine in a field for instance. I think the "Resource Gen Modifier Planet" abilities will work in there, could be wrong. I don't know if there is a cap to their value either. Once I gat my pictures together I think I can test it out.
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October 27th, 2005, 05:48 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Middle Earth in SEIV
I think the "Resource Gen Modifier Planet" abilities
I mentioned those. They do not function as a planet ability, since planet abilities do not affect facilities or the colony itself.
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October 27th, 2005, 07:28 PM
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Captain
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Re: Middle Earth in SEIV
doesnt' one of the Star Trek mods use modified values for canon race homeworlds?
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October 27th, 2005, 11:46 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Middle Earth in SEIV
They do not work as planet abilities...
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