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A question about the mod 1.1


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#1 implicid

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Posted 11 January 2011 - 09:34 PM

Hey everybody! Now that I finally graduated I've sat down and began exploring this mod pretty heavily as far as figuring it out and seeing where you guys are going with this. I love it! I can't wait for 1.2 which is why I guess I'm warming myself up. I did have a question though about the mod. I understand how the technology system works and with the different space stations but, what I still don't get and forgive me if it's blantantly posted somewhere, what exactly does the XQ5 space station do? I've played around a bit and haven't seen it do anything to the tech tree in game or give any bonuses. Am I missing something?

Also, I know that so many changes are on the way in 1.2 but PR or Ghost, do you guys plan on making some type of detailed documentation or guide as to what everything does in the mod? I know it's a work in progress and all and please don't think I'm not appreciative of all of your hard work, but it would be nice if all of the units and descriptions and whatnot were complete to where I'm not left wondering what unit is best to fight what, etc. I guess I'm just asking if they have already but, if they haven't yet, suggesting that this be addressed at some point.

Edited by implicid, 11 January 2011 - 09:37 PM.


#2 engineermdh

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Posted 12 January 2011 - 02:37 AM

The XQ5 station has minor defenses and provides income through customs. in my own games I have found that this is calculated based on the income of the planet and not the number of freighters in orbit.

#3 implicid

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Posted 12 January 2011 - 11:47 PM

The XQ5 station has minor defenses and provides income through customs. in my own games I have found that this is calculated based on the income of the planet and not the number of freighters in orbit.


Thanks alot! I suspected it might have something to do with the economical aspect. Appreciate the help!

#4 Phoenix Rising

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Posted 21 January 2011 - 02:04 AM

I know it's a work in progress and all and please don't think I'm not appreciative of all of your hard work, but it would be nice if all of the units and descriptions and whatnot were complete to where I'm not left wondering what unit is best to fight what, etc.

Strategy is probably the most complex genre to mod for. I've always meant to provide better documentation (I do realize our past record is not great), but most of the time, it's enough of a challenge for two developers to merely keep up with all the changes taking place and ensure that nothing gets screwed up along the way. Hopefully we can do better in the future. One good thing is that we don't necessarily need to sync documentation to the release schedule.

#5 evilbobthebob

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Posted 21 January 2011 - 04:04 PM

I'm sure if you created/linked to a quick tutorial on the tools required, most of the fans here are probably capable of creating documentation for most of the features/units in the mod. Not that I'm suggesting a wiki...there are certainly enough of those.

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#6 Phoenix Rising

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Posted 24 January 2011 - 06:39 AM

I'm not opposed to a wiki, but even still, there are some nuances to the game that probably only I know.

#7 evilbobthebob

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Posted 24 January 2011 - 11:11 AM

Of course; but that's precisely WHY we need more documentation! And a wiki could help with that. You can edit things piecemeal if you need to, and put that into the game as and when it's required. I just think that a more community-driven effort for the documentation might actually get it completed instead of something that gets left until long after release.

Edited by evilbobthebob, 24 January 2011 - 11:12 AM.

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#8 Zeta1127

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Posted 24 January 2011 - 07:52 PM

I think I know enough about what is going on to be able to help with documentation. Hangar complement list in the descriptions will definitely help with strategy. I have done some serious work with the .dat editor. I am nearly finished doing a comprehensive text edit for vanilla FoC, once I get that done I could do something similar for vanilla EaW. I have discovered the short cuts Petroglyph made when they did FoC, like not giving Consortium Space Stations their own string.

Edited by Zeta1127, 24 January 2011 - 07:58 PM.

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#9 implicid

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Posted 25 January 2011 - 08:25 PM

I agree with you guys if there are some of you who are very knowledgable about the mod and want to get it done. Having it community based in a wiki would be a great idea. That would certainly allow the documentation to not be as cumbersome for the team and you could apoint a moderator for the wiki to manage it if you found someone dedicated enough. It doesn't necessarily have to be that big of a chore.

Hell, if you knew someone who was willing to do it, I think having a PDF fused from your up-to-date site information and other knowledge about the mod would be even better although this would be a task. You could then distribute it with the mod or have it downloadable from your site. I think that if any of this was to happen though, it should be after 1.2 makes its debut since there are so many changes. Either way, there are a couple of ideas thrown out there.

Can't wait to see the changes in 1.2! :p



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