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Old January 27th, 2007, 07:09 PM
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Urendi Maleldil Urendi Maleldil is offline
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Default Re: [Planning] Unofficial SEIV Expansion Pack

Anyway, there are several parts to the expansion:
  • New Tech Areas (& Racial Traits)
  • Expanded Tech Areas
  • New Components, Facilities, Hulls
  • New Races (& AI, possibly using some of the new techs)
  • New Quadrants, Systems and Planets
  • Flavor Text (Empire Types, etc.)
  • Additional Graphics (load screen, UI enhancement, etc)
  • New Events, Intel projects
  • New Formations, Strategies

Most of these can be taken from existing mods (with the creator's permission of course), but it will take editing to make everything work together and keep the stock flavor. I know of several items from the Masters Mod and the Ages mod that might work as part of the expansion pack.

For graphics, we might be able to use a version of the Image Mod with the non-original and copyrighted images removed.

Post here or send me a private message if you want to help out with one of the above areas. Once we get the ball rolling I can assign you a particular task.

Also post links to any of your mods mods or race styles that might be able to help fill those areas.
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  #2  
Old February 3rd, 2007, 08:41 PM
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Default Re: [Planning] Unofficial SEIV Expansion Pack

Colony Tech 2.0 I'm pretty sure can be worked around by means of analyzing ships. The racial trait scheme cannot.
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Old February 4th, 2007, 12:42 PM
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Default Re: [Planning] Unofficial SEIV Expansion Pack

Personally I wouldnt mind if it worked analyzing ships.
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Old February 4th, 2007, 12:56 PM
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Default Re: [Planning] Unofficial SEIV Expansion Pack

I think that trading colony techs in a multiplayer game right off the bat between allies gives them an unfair advantage over the other players.

But I also think that requiring a player to select a racial trait to get any sort of colony tech is bad for both new players and absent-minded veterans. One of the worst things is to start a game only to find out you can't colonize anything. And if that's a multiplayer game, then everybody has to wait while they start the game over again.

Even if it doesn't fix the third problem of trading through tech analysis, the Colony Tech Mod 2 fixes those two problems. In that way I think it's better than stock.
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