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February 6th, 2007, 08:59 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Another thought for SE5 Mods - Governments
Yes, indeed, stock sucks. That's why there are mods
Personally, I dropped the government types entirely, and just used the society types to implement all the options I wanted.
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February 6th, 2007, 10:09 PM
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Brigadier General
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Join Date: Nov 2001
Location: WA
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Re: Another thought for SE5 Mods - Governments
Thanks for pointing him to my mod SJ.
Here is my mod for governments . I think you will find it is much better than Stock! 
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President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
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February 6th, 2007, 10:16 PM
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Private
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Join Date: Jan 2007
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Re: Another thought for SE5 Mods - Governments
Hi! I know there are mods.  I have had the same problem in Kwok's - they're just all kind of too similar and none seem to have decisive/compelling advantages over another. I'll look at yours now PES. 
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February 6th, 2007, 10:22 PM
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Brigadier General
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Join Date: Nov 2001
Location: WA
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Re: Another thought for SE5 Mods - Governments
If you want to use my mod in Stock or Kwok Stock you only have to remove the file and drop it into the data folder. It features over 30 governments including Stock.
__________________
President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
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February 7th, 2007, 04:56 AM
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Sergeant
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Join Date: Jun 2004
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Re: Another thought for SE5 Mods - Governments
Agreed, governments are very limited. Maybe their could be special techs for the different government types or something that would make them more fun.
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February 7th, 2007, 07:34 AM
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Corporal
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Re: Another thought for SE5 Mods - Governments
MM needs to add a get_govtype() and a get_societytype() function. That would open things up more for modders.
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February 9th, 2007, 07:16 AM
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Private
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Re: Another thought for SE5 Mods - Governments
oh and once they add that, it would be neat if a war-centric government-type would have "reverse" war-tolerance. Like, if you're NOT at war, your happiness suffers.
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February 12th, 2007, 02:36 PM
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Shrapnel Fanatic
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Re: Another thought for SE5 Mods - Governments
Spectarofdeath said:
Agreed, governments are very limited. Maybe their could be special techs for the different government types or something that would make them more fun.
Why reinvent the wheel when we have racial traits for arbitrary changes? You could axe the entire govt/society system and add some mutually exclusive racial traits to do it all (the bonuses/penalties and extra techs/facilities/etc.). Traits can have multiple abilities now, afterall.
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February 12th, 2007, 04:56 PM
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Brigadier General
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Join Date: Nov 2001
Location: WA
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Re: Another thought for SE5 Mods - Governments
The Governments Mod was created for use with the SFTC and Lite which in turn put the axe to Society types. To me Societies are fluidic and selecting a set type is just to stagnant. On the other hand the time frame for a typical Stock game is way to short to reflect changes except those brought about by intense situations. Wow; drifting here back on focus... I just don't like the Society types and think they should be done away with altogether though not to the extreme Imperator Fyron suggests. The bonuses and penalties would be best used in other ares.
__________________
President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
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