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SotP Rebellion Version


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#101 Moustachio86

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Posted 25 August 2013 - 07:03 AM

That said, I admit there's nothing really unique to DLC that can't be added by a mod team anyway, if that's what you meant. In which case I guess I would agree.

#102 sloosecannon

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Posted 25 August 2013 - 07:05 AM

Any mod is compatible with the DLC.

It's just the decision to use the features or not.

Which doesn't really matter at all since all people would lose is planet specialization should they choose not to get the DLC.

^This

 

Whether or not we'll use it really probably depends on whether or not enough devs and playtesters have the DLC and can test/develop with it


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#103 Lavo

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Posted 25 August 2013 - 08:09 AM

That said, I admit there's nothing really unique to DLC that can't be added by a mod team anyway, if that's what you meant. In which case I guess I would agree.

But that's wrong in it's entirety. Mod teams cannot add in new planet research groups, new planet bonus modifiers, or the whole specialization thing. If anything this DLC was a gift to modders so they could push the game even further with new toys that they did not have before.



#104 Aunt Gruntie

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Posted 25 August 2013 - 08:35 AM

Ah, so you guys haven't decided yet


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#105 Dianno5741

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Posted 25 August 2013 - 11:05 AM

We have alot of stuff needing to be done, that will be discussed too were just settling the stuff right now for cov unsc which is almost done


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#106 Moustachio86

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Posted 25 August 2013 - 03:40 PM

But that's wrong in it's entirety. Mod teams cannot add in new planet research groups, new planet bonus modifiers, or the whole specialization thing. If anything this DLC was a gift to modders so they could push the game even further with new toys that they did not have before.

Hang on, I have played plenty of mods which incorporate not only new planets (maelstrom, I think, adds many) but new bonuses alongside those planets. I admit I'm far from familiar with the hard coding but I refuse to believe that the planet exploration bonuses or even the artefacts can't be exploited or changed in some way, they only give buffs in one direction or another (granted some add new star bases etc. but I'm sure that's more than possible with rebellion). I mean, in what way does the flood world armour buff not class as a planet bonus? The only thing I can see that Forbidden Worlds added that shouldn't be readily available to change from my point of view is the planet specialisation, which is what Rovert10 said in the first place and which I said I probably agree with. If there's anything I've said here which is factually incorrect I'm more than happy to be shown otherwise but my experience tells me that if nothing else, new planets and custom planet bonuses are possible in entrenchment, let alone Rebellion DLC. In principle, I'm not sure if I'm for or against incorporating the DLC, but I can tell you my experience says other than the specialisation and I think the artefact boosts (that may have just been a universal update) my point was hardly 'wrong entirely'.

Edit: I would like to put up a disclaimer that I'm aware the 'planet bonuses' I mention in mods such as Maelstrom are not exploration bonuses, but if memory serves me right are more 'inherent' effects, such as the antimatter recharge buff on stars or that shitty 'gas pockets' thing around has giants. As such, I may be wrong about exploration bonuses being able to be changed, but I still feel like there's no reason why it shouldn't be possible. This, however, is now only a gut feeling, not hard evidence. So I don't know entirely.

#107 Lavo

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Posted 25 August 2013 - 10:43 PM

There's a difference between actual planet bonus entities, and slapping abilities on planets. The latter is what Maelstrom and others have done. The former is what the DLC added, something which even non-DLC owners can enjoy in the form of mods using these modifiers for new planet bonuses. Additionally, some of the new planet bonuses cannot be replicated by abilities, such as the additional star base(s), additional mines, and ship build cost reduction. Further, if one wanted to exploit the DLC for the maximum benefit of a mod, say you have a shipyard planet which gave a bonus to ship construction via ability in Trinity. Now, instead of having this as an ability, you could have this as a part of a tier 0 planet specialization, which is more efficient from a RAM perspective and thus takes up less system resources. In short, you're simply incorrect in all aspects.



#108 Emberblaque

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Posted 25 August 2013 - 11:21 PM

In short, you're simply incorrect in all aspects.

No shit you think that, you're debating him. Why is this sentence ever necessary?

 

That would've been a very polite, informative, and clearly written response if it weren't for that last overwhelmingly negative and unnecessary sentence. He presented how he arrived at his conclusion, he explained that he failed to see how the DLC provides much else new to modders besides what was mentioned earlier in the thread, he admitted he didn't know how much things had changed under the hood due to a lack of experience with the engine, and he admitted that he was open to correction because it was unclear to him what benefits the DLC provided. Just explain next time.


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#109 Aunt Gruntie

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Posted 25 August 2013 - 11:59 PM

Emberblaque strikes back!

 

 

 

 

 

.....or something, even though he just jumped into this argument

 

 

 

 

.... so...

 

..... Emberblaque strikes again, or something....


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#110 Emberblaque

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Posted 26 August 2013 - 12:28 AM

Emberblaque strikes back!

 

 

 

 

 

.....or something, even though he just jumped into this argument

 

 

 

 

.... so...

 

..... Emberblaque strikes again, or something....

I'm not looking for a conflict I just think stuff like that is very abrasive and shouldn't be considered polite conversation. I'm pretty sure that's what we all expect.



#111 Lavo

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Posted 26 August 2013 - 10:30 AM

No shit you think that, you're debating him. Why is this sentence ever necessary?

Probably was, come to think of it. Don't have any valid excuses, gotten far to used to dealing with the lowest common denominator when it comes talking about Sins that it's effected my posting style. Edit: I'm not saying that Moustachio is one of those guys, just clarifying why I am how I am.


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#112 Moustachio86

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Posted 26 August 2013 - 02:28 PM

No worries mate, I think anything I still don't understand by this point is just a lack of technical knowledge. I have a habit of playing Devil's Advocate and I just felt the need to probe a bit deeper rather than leaving it as it was. You argued your case well and I'm prepared to leave it at that. At the end of the day, I don't offer anywhere near as much to this mod as you guys so I've no real right to question you. (Doesn't mean I won't though...)

That said, I don't think the final comment in question was entirely necessary and I will throw in a thank you to Ember for being the voice of reason!

#113 Conran

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Posted 26 August 2013 - 06:44 PM

These kind of threads are always hilarious. Both for the posts, and for the wonderful variety of god awful signatures you see.

 

Honestly, as a modder, my advice would be focus on one port and concern yourself with any alternative versions later. Logically, Rebellion is a better choice, while people debate the engine, at the end of the day, a bigger player base means greater interest. Take Dawn Of Victory as a demonstration of a small target audience. Due to their initial lets say "PR" of it being primarily online only led to literally to the daily question of; will there be AI? And if not why? This inevitably led to lower interest in comparison to other projects like this, SoGE and so forth. Well, that combined with slow content drip and such like.

 

It entirely depends on how you see your mod. If it's a labour of love, you want people to see it and play it, if you want that, you go for maximum audience saturation. And Rebellion is that. 

 

I have no doubt a wall of text will follow this post from someone with an alternative viewpoint, so as a pre prepared response please use one of the following sentences;

 

Your argument is invalid and uninteresting, please leave the internets.

Go back to 4chan.

"Feared by men and admired by women; Brendan Blake turned from the window and patted Larry; his barely hominoid, milk fed gimp".

 

Seriously though. Stop being bitches on the internet.


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#114 KhevaKins

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Posted 26 August 2013 - 06:58 PM

These kind of threads are always hilarious. Both for the posts, and for the wonderful variety of god awful signatures you see.

 

Wall of text as follows:

My signature isn't awful :(


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#115 CanadaMan7

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Posted 26 August 2013 - 07:43 PM

The simple fact is that we probably could duplicate most of the effects of the DLC, with the obvious exception being the slightly intriguing planet specialization aspect and the various hardcode changes. I'm just trying to keep everyone focused on a platform where it can reach the most amount of people with them having to pay the least amount of money, since it's harder to convince more new-comers to jump in if they have to leap through hoops to get to our version.

 

How many people have this DLC pack anyways? I haven't heard much talk of it.


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#116 KhevaKins

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Posted 26 August 2013 - 08:38 PM

This guy has it.


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#117 Aunt Gruntie

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Posted 26 August 2013 - 09:21 PM

i gotsed it, only played it once, but will definitely have to play it more 


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#118 sloosecannon

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Posted 26 August 2013 - 09:28 PM

Have it as well. Lavo, please jump in on this with that saved game info too... Don't remember exactly how it works...
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#119 KhevaKins

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Posted 26 August 2013 - 09:37 PM

i gotsed it, only played it once, but will definitely have to play it more 

You use it every time you play rebellion once you get the DLC. SO you say you only play Rebellion once since you bought the dlc :o. SotP will have to fix that :P


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#120 Aunt Gruntie

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Posted 27 August 2013 - 12:17 PM

Hmm yes lemme clarify, I've only played rebellion once after buying the DLC.

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