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Old Mar 25, 2009, 08:50 PM   #1
Ajidica
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Final Frontier Tech Pedia

In Final Frontier they don't show you the tech pedia (the flavor part, all the 'essential' info is shown). Is there anyway to remove that feature? If it is easy (delete a line and your done) could you tell me what to look for but if it is harder, could someone do it and upload it? I am a completly cluless at python, so thats why I'm asking.
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Looking at the poster again, I also like the way that the baby is cocking its head and looking away from the doctor, as if to show that this not merely a skeletal Moai-baby, it's a particularly aloof and disinterested skeletal Moai-baby.-Traitorfish
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Old Mar 26, 2009, 09:38 AM   #2
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After rooting through the tech python in FF, I found where the function is that hides the 'flavor text' part of the tech pedia. I also rooted through the vanilla one, and they look identicle except for the part that hides the flavor text. If I were to replace the FF tech python with the vanilla python, might that do the trick?
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One thing we are good at in English is having words for ways to die.-Neil deGrasse Tyson, on 'spaghettification'
Looking at the poster again, I also like the way that the baby is cocking its head and looking away from the doctor, as if to show that this not merely a skeletal Moai-baby, it's a particularly aloof and disinterested skeletal Moai-baby.-Traitorfish
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Old Mar 31, 2009, 07:17 PM   #3
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Another question, when adding buildings, do they automaticly default to only 1 per system, or is that hadled via python?
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One thing we are good at in English is having words for ways to die.-Neil deGrasse Tyson, on 'spaghettification'
Looking at the poster again, I also like the way that the baby is cocking its head and looking away from the doctor, as if to show that this not merely a skeletal Moai-baby, it's a particularly aloof and disinterested skeletal Moai-baby.-Traitorfish
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Old Apr 03, 2009, 08:34 AM   #4
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Hi Ajidica, when adding buildings there are a few things to bear in mind. If you look here Babylon5 mod thread at post #611 you will see some information in there about how adding buildings needs to be done carefully as it could have unforseen consequences, as i found.
Hope this helps.
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Old Apr 03, 2009, 02:14 PM   #5
Ajidica
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Thanks, I forgot about the B5 mod. Out of curiosity, how far has it advanced? I may *borrow* ideas (with proper credit) from it.

EDIT: O my, I really do need to start learning more about Python if I want my mod to work.
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One thing we are good at in English is having words for ways to die.-Neil deGrasse Tyson, on 'spaghettification'
Looking at the poster again, I also like the way that the baby is cocking its head and looking away from the doctor, as if to show that this not merely a skeletal Moai-baby, it's a particularly aloof and disinterested skeletal Moai-baby.-Traitorfish

Last edited by Ajidica; Apr 03, 2009 at 02:31 PM.
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Old Apr 17, 2009, 12:53 PM   #6
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Sorry for the delay in replying, the B5 mod is about 35% done, still need a lot of ship models and to add a few more buildings as well as sorting a few problems that we have encountered.
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Old Apr 17, 2009, 01:34 PM   #7
Ajidica
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Well, there will then be 2 more FF mods for civ when both of ours come out.
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One thing we are good at in English is having words for ways to die.-Neil deGrasse Tyson, on 'spaghettification'
Looking at the poster again, I also like the way that the baby is cocking its head and looking away from the doctor, as if to show that this not merely a skeletal Moai-baby, it's a particularly aloof and disinterested skeletal Moai-baby.-Traitorfish
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Old Apr 17, 2009, 11:27 PM   #8
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All the better, i feel it is a mod that has a lot of potential and provides more scope for model builders to indulge themselves should they only sit down and look at what Sci Fi stuff is out there to work with.

Good luck with your Mod.
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