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  #1  
Old February 1st, 2007, 07:44 PM
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Default Re: [Planning] Unofficial SEIV Expansion Pack

You might consider looking at such mods as Adamant's racial traits to see how they use REQUIRED negative values to further limit cheating and such.
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  #2  
Old February 2nd, 2007, 03:33 AM
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Default Re: [Planning] Unofficial SEIV Expansion Pack

I though the required abilities field didn't work. I'll have to take a closer look at Adamant.
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Old February 2nd, 2007, 05:36 AM
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Default Re: [Planning] Unofficial SEIV Expansion Pack

What he is referring to is adding a trait to give, say, 10000 points, then making the colony tech traits cost 10000 points. This strongly discourages players from taking 2 colony tech traits.
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Old February 2nd, 2007, 08:10 PM
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Default Re: [Planning] Unofficial SEIV Expansion Pack

I have adopted this system for use with up coming SE IV AST 2.0 mod. I find that it lends itself very well to preventing PBW cheating of having more than one colony type from game start.
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Old February 2nd, 2007, 08:51 PM
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Default Re: [Planning] Unofficial SEIV Expansion Pack

Or, you can use the colony tech 2.0 mod, which has no need for racial traits, and does the same exact job.
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Old February 3rd, 2007, 01:01 PM
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Default Re: [Planning] Unofficial SEIV Expansion Pack

is there one that locks in preventing the trading of those also?
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Old February 3rd, 2007, 04:53 PM
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Default Re: [Planning] Unofficial SEIV Expansion Pack

The ones mentioned prevent trading, yeah.

As a racial tech or a unique tech, they can't be traded except to somebody who already has it, which defeats the purpose.
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