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  #1  
Old April 4th, 2002, 08:16 AM
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Default Re: How easy is it to add a Tech Area to a Mod

So are you perhaps implying that you are interested in pursuing such ventures. These do pose interesting strategies and in depth game play. I beleive that if enough people put their heads together and ironed out details, it could make for a completely different approach to the normal game, very much like some of the mods out there. I'm hoping to grab the attention of PvK perhaps just to see if additional ideas are feasable to incorporate into an already existing mod.
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Old April 5th, 2002, 08:08 AM
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Default Re: How easy is it to add a Tech Area to a Mod

Tnarg:

Good idea though I cannot for the life of me think of how to implement it (or even a reasonable facsimily thereof), though having ancient race as a facility (is that even possible?) could be interesting, though not what you were driving at. Even so, ideas are good. Keep 'em coming, we need all that we can get.

SJ:

What's with palaces? I remember seeing them mentioned in the text files but I have no idea what their purpose is.
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Old April 5th, 2002, 11:16 PM
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Default Re: How easy is it to add a Tech Area to a Mod

quote:
What's with palaces? I remember seeing them mentioned in the text files but I have no idea what their purpose is.
Palaces are one of a number of "placeholders" for things that were considered, but haven't actually been implemented yet.
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Old April 5th, 2002, 11:39 PM
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Default Re: How easy is it to add a Tech Area to a Mod

Tnarg:
What I am saying is that it would be very cool to get something like that in a game, however, it would involve deep hardcode changes, and would be limited to SE5 or SE6.

Daydreams of possible simulated futures...
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