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July 14th, 2002, 09:16 PM
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National Security Advisor
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Join Date: Nov 2000
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Re: Tech-Grid-Mod
I can say right now that what you're planning is going to have a lot of grunt work; be careful with the initial values because going back later means changing 50+ entries (and that was just for a 2 tech area missile!)
Good luck!
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
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July 15th, 2002, 01:05 AM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: Tech-Grid-Mod
I'm curious if you will be able to keep track of the real research cost of various techs as you add all these 'extra' requirements. Sure, it's fun to make up a bunch of extra sciences that have to be researched to get things, but when you have to actually play the game with all these complictaed requirements will it still be playable? I'll be interested to hear how it works out...
[ July 15, 2002, 00:10: Message edited by: Baron Munchausen ]
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July 15th, 2002, 04:10 AM
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General
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Join Date: Jul 2001
Location: Canada
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Re: Tech-Grid-Mod
most of the sciences are there aready.
It will get hard with the weapons.
But with everything else it should be ok.
Those new mod helper programs make everything alittle easier.
But I will post here.
ANd talk about it on #se4.
Dumbluck your in for the whole thing if you want.
Send me a private message with your email.
and I will contact you.
3 people will be very good for the development of the mod.
Especially for voting on issues. and watching the cost vs production ratio's
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July 15th, 2002, 10:49 AM
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Lieutenant Colonel
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Join Date: Feb 2001
Location: iola, ks, usa
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Re: Tech-Grid-Mod
BM: It shouldn't be that different from Proportions where the population modifiers slow down production on everything (resources, intel, and research). This mod just lengthens the game in a different way. Now combining the two mods might be a bit over the top....
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July 17th, 2002, 10:29 AM
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Shrapnel Fanatic
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Re: Tech-Grid-Mod
Dumbluck:
I was just reading the thread when you had replied. It was simply some "dumb luck" that I happened to reply while you were editing. 
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July 17th, 2002, 09:10 PM
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First Lieutenant
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Join Date: Dec 2001
Location: SE Pennsylvania
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Re: Tech-Grid-Mod
Quote:
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I think the hard part will be the weapons. Since there will be many different Version of each weapon, based on the different weapon and theory tree's that are researched. ( Yep Range, Power, size and speed ).
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You can install mounts for adjusting the range, power and size as well as the cost. However; I don't believe I've ever seen a mount adjust the speed.
Anyway mounts may be the way to go for the rest. 
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July 18th, 2002, 04:56 AM
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First Lieutenant
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Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
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Re: Tech-Grid-Mod
You should be able to some fun stuff with mounts once the new patch comes out. Perhaps all specialized mounts (large, planet-core, tiny, etc) should have technology requirements! (construction? industry? nanotech? Advanced Materials Science?)
Perhaps the tech area "Patent Laws" should be required for mounts like cheap, premium, etc (as in the P&N mods).
As to your mod.. my only concern is that it will be impossible to figure out what the prerequisities are for specific technologies. Imagine the frustrated player researching just about anything, trying to get to a tech that they know exists, but they just can't find all the prereqs!
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Take away paradox from the thinker and you have a professor.
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