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Forbidden Worlds DLC


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#21 Fleet Admiral agigabyte

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Posted 18 May 2013 - 01:03 PM

SoF


?
WE WILL RIP THEIR SKULLS FROM THEIR SPINES, AND TOSS THEM AWAY, LAUGHIN'!

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#22 sloosecannon

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Posted 18 May 2013 - 01:16 PM

?

Sins of the Fallen
Or maybe sins of faith?
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#23 gotterdammung

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Posted 18 May 2013 - 02:28 PM

I think eventual support would be good, as long as it isn't a rip off DLC pack.

#24 JasonAHawkins

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Posted 18 May 2013 - 06:46 PM

If it comes up on the less lawful side of the internet I might try it there first then buy it.
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#25 sloosecannon

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Posted 18 May 2013 - 06:51 PM

I suppose... I should probably say this...

"Sins of the Prophets, and the Sins of the Prophets mod team do not endorse or support the piracy of any videogames. Please support the developers and purchase the games"
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#26 KhevaKins

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Posted 18 May 2013 - 06:54 PM

Which is what I did. And no one said anything about piracy... pfft... piracy, right.
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#27 Wombat_Leader

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Posted 18 May 2013 - 07:38 PM

Sins of the Fallen
Or maybe sins of faith?


I meant Fall of Kobol.
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#28 KhevaKins

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Posted 07 June 2013 - 02:36 AM

I bought the DLC. It is ok I guess. It think it would be cool to implement parts of it but there was nothing in it that a mod team couldn't have done.


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#29 Emberblaque

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Posted 07 June 2013 - 03:17 AM

I bought the DLC. It is ok I guess. It think it would be cool to implement parts of it but there was nothing in it that a mod team couldn't have done.

Besides the planet specialization feature, which I'm pretty sure involves engine changes, it was basically a mini-mod.



#30 KhevaKins

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Posted 07 June 2013 - 03:55 AM

Besides the planet specialization feature, which I'm pretty sure involves engine changes,

Really? It sounds simple enough. It could be done with a buff couldn't it?


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#31 sloosecannon

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Posted 07 June 2013 - 06:26 AM

Really? It sounds simple enough. It could be done with a buff couldn't it?


Well, possibly. But that would be a really hacky way to do it...
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#32 KhevaKins

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Posted 07 June 2013 - 07:04 AM

Well, possibly. But that would be a really hacky way to do it...

Yea, I guess so. The upgrades from the planet research are pretty generic though, things like increase ship build rates and decrease trade income, doens't sound that hard to implement.


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#33 sloosecannon

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Posted 07 June 2013 - 07:21 AM

Yea, I guess so. The upgrades from the planet research are pretty generic though, things like increase ship build rates and decrease trade income, doens't sound that hard to implement.

well, planet upgrades aren't actually a buff trigger... it would have to be done via abilities... very tough to do...
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#34 KhevaKins

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Posted 07 June 2013 - 07:30 AM

I kind of used 'buff' ambiguously but I see what you mean.


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#35 Rovert10

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Posted 07 June 2013 - 08:09 AM

Planet socialization specialization is a bit ridiculous when your planets start running 700 pop on Oceans and Terrains



#36 Moustachio86

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Posted 07 June 2013 - 02:38 PM

Opinion on the DLC: For £3, I don't see the harm in it. It adds a bit of variety and the new bonuses keep it interesting. I've lost that much down a drain before now and been more annoyed. That said, I'm disappointed with the planet specialisation. It did what it said it would but it doesn't add anything and on top of that I'm not sure if I'd lump them as they have done, I'd probably swap population and trade, in terms of realism, perhaps, not gameplay. It feels like they were rushed as a concept. Also the planets themselves are lacking... information. I've no clue what any of them do except that Ferrous worlds have numbers of asteroids that rival this mod and Barren planets have UNHOLY numbers of logistics slots. But... with a few patches, well worth a few quid. 

 

Opinion on the mod: I honestly don't think it's even worth worrying about at this stage. But, given the mods I've played (of which yours is of course, far, far superior...) it seems almost the norm to put in a custom planet type or two. I'm all for supporting the game devs but for the sake of $5 (by then it may well be free) I honestly wouldn't bother. With the best will in the world, it doesn't seem worth it.



#37 Conran

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Posted 08 June 2013 - 03:36 PM

I would highly recommend adding the DLC as a requirement, the added logic is actually rather good and new planet types are well done also. 
 
Oh also incase you haven't seen (although probally have), the modding changes
 

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Source

 

Some of the new logic could be fun to play with, adding more depth to certain things. Could expand on how or why but lacking coffee so imagine I finished post with logical thoughts and possible uses.



#38 KhevaKins

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Posted 08 June 2013 - 06:57 PM

That was a nice round up there freindo.

Still doesn't amswer what the new planets actually do though. What their roles are.


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#39 CanadaMan7

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Posted 09 June 2013 - 01:18 AM

Conran's alive? Nice.

But after reading up on the modding benefits, I'd say we go for it. The new patch updates all the entities anyway, so we'd need to follow its format regardless.

 

Plus, the planet specialization mechanic kind of looks kick-ass.


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#40 KhevaKins

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Posted 09 June 2013 - 03:10 AM

It surely does look kickass.

We could modify it for say, 'inner' and 'outer' colonies. Actually I would have no idea what the differences would be for those.

How about military and <Add other name here> worlds? Militay gets great ships build rates and tactical slots. <Add other name here> gets the opposite. So logistics and trade (because it would be hard to get through customs on a miltary world).


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