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#921 | |
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Grand King of Apes
Join Date: Apr 2004
Location: In the heart of the Bavarian Forest
Posts: 450
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Quote:
__________________
Für jedes scheinbare Zeichen, jedes vergebliche Wunder gibt es eine einfache, rationale Erklärung, die ohne das Übernatürliche auskommt. Vielleicht keine so schöne, poetische, wie sie der Wunderglauben bietet. Vielleicht eine, die anzunehmen weniger befriedigend ist. Aber nicht der Glaube an das Übernatürliche hat die Menschheit zu den Sternen gebracht. Sondern das unerschütterliche Vertrauen in die Prinzipien der Ratio. -- Tatjana Krieger / H. T. Kautz Visit Osy's Fantastic Creation Corner Profiles: Spore | Xfire |
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#922 |
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Chieftain
Join Date: Sep 2006
Location: Sandy, OR
Posts: 47
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So I've been playing the latest version for the 1.61 patch and it works fine so far. However I am finding one thing a little frustrating. That is the frequency of the BioDome & Bunker Refits. I find I finish one refit only to have it recomended for the next 20 or more builds. If I pass it up the cities just get pushy for them. If there is a chance that the frequency could be changed to everytime the cultural boundaries expand it might be preferable.
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#923 | |
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Warlord
Join Date: May 2006
Posts: 104
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#924 |
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General
Join Date: Jun 2002
Location: Maryborough, Australia
Posts: 929
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I hope it is another good sci FI Mod but already there is a Star Trek mod out there in development as well as StarGate. I am personally looking for a generic sci-fi mod to play. I hope that is what the next version will be.
__________________
Airpower in close support is the difference between victory and defeat. Whoever can control the air and exploit that control well, will win. http://www.ww2aircraft.net/forum/alb...healzdevo.html- Various Photos From Different Sources Of Various Vehicles |
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#925 |
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Bard
![]() Join Date: Jun 2003
Location: Gallery
Posts: 15,001
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Once I hear from Belizan I'll get remotivated and devote time to this type of mod. I think it's definitely a niche that needs to be filled.
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#926 | |
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Warlord
Join Date: May 2006
Posts: 104
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#927 |
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Chieftain
Join Date: Sep 2006
Location: Sandy, OR
Posts: 47
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I would be more than glad to contribute if you need help with it Woodelf. I'm still learning the modding ropes here so I'm not even 100% of what I could do.
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#928 | |
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Bard
![]() Join Date: Jun 2003
Location: Gallery
Posts: 15,001
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That said --- brainstorming and coordinating ideas can always be done and are very important. Our organization before was abysmal so we never fully utilized all of our good ideas or tightened up the mod at all. Off the top of my head the major areas needing work are the 1 - Techs 2 - Buildings 3 - Units 4 - balance of the above. ![]() Anything you (or anyone) would like to do to spur interest back into this mod is welcome. Eventually it'll come back and be more organized. |
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#929 | ||||
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Deity
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#930 |
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Bard
![]() Join Date: Jun 2003
Location: Gallery
Posts: 15,001
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Thanks for your valuable input Geo.
![]() I need to make some more sci-fi building models, but units are over my head for now. Someone else can do techs this time! |
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#931 |
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Chieftain
Join Date: Sep 2006
Location: Sandy, OR
Posts: 47
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I'll try tackeling Techs some. Does everybody pretty much use the Tech Creator Utility for it? Also Woodelf you wouldn't have an idea where a good place to look would be to make changes to the frequency of upgrade for the City Biodome and City Barracks would you? I mentioned above how frustrating the frequency is and I'm thinking of trying to make changes to that.
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#932 | |
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Bard
![]() Join Date: Jun 2003
Location: Gallery
Posts: 15,001
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I never used a Tech Creator utility, but I imagine that would have saved me ample time... |
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#934 | |
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Bard
![]() Join Date: Jun 2003
Location: Gallery
Posts: 15,001
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#936 |
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General
Join Date: Jun 2002
Location: Maryborough, Australia
Posts: 929
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Sounds cool that this mod may soon be revamped.
__________________
Airpower in close support is the difference between victory and defeat. Whoever can control the air and exploit that control well, will win. http://www.ww2aircraft.net/forum/alb...healzdevo.html- Various Photos From Different Sources Of Various Vehicles |
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#938 |
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Chieftain
Join Date: Nov 2006
Posts: 1
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May I add a suggestion?
I have always felt the timing of SMAC, the one year equals one turn is a bit unrealistic. It spoils the feeling of the game, IMO. In case of a moon colonising game, this is even more disturbing. If I were you, I would set the time to one month equals a tarn or one week equals a turn. I have done this with SMAC and then made population growth and research more expensive and the fun has doubled, the game starting to make much greater sense. Also, in case of the moon colony, a system explaining a quicker population growth could be implemented, for example the arrivals from Earth, etc. in case the new game pace would seem too slow for you. This system could involve something as simple as a caption telling every tenth turn that new arrivals have joined your endeavor to.. well, whatever your python skills can implement.:-) Also, it would be good to overally make the colony feel more connected to the mother planet, but this is another topic for another time. Btw. Is it OK to adjust the mod personaly, just for myself, in case you don't think it is a good idea to follow my suggestion? |
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#939 |
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General
Join Date: Jun 2002
Location: Maryborough, Australia
Posts: 929
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I don't think they would mind as it seems that it will be stalled for a while...
__________________
Airpower in close support is the difference between victory and defeat. Whoever can control the air and exploit that control well, will win. http://www.ww2aircraft.net/forum/alb...healzdevo.html- Various Photos From Different Sources Of Various Vehicles |
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#940 |
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Chieftain
Join Date: Jan 2007
Location: Germany
Posts: 58
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It's to bad, that there is no finished science fiction mod somewhere for vanilla Civ4 1.61.
Darklor
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Out of the dark, into the dark. |
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