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Starting Settings...
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Is it hardcoded that each player "must" start with one colonizer and one explorer ? I'm rewriting the tech tree to simulate the early space exploration - and colony ships come MUCH later so I dont want anyone to have any of those before they research the proper tech.
Also despite this limitation I already have - minors seem to be able to pump out colonizers at will - is this also editable ?
Thanks
G.
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| Is it hardcoded that each player "must" start with one colonizer and one explorer ? I'm rewriting the tech tree to simulate the early space exploration - and colony ships come MUCH later so I dont want anyone to have any of those before they research the proper tech. |
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As far as I can tell, it is.
About the best you could do here is to turn that starting colony ship into something else. If you were to create a copy of the Scout ship say, put it in a new .SHIP file in your mod, and change the ID to ColonyShip, then that would be used instead (giving two starting scout ships). Then you call your own real colony ship 'ColonyShip01' or something.
Of course, if I'm wrong and somebody has a simpler way, I'd like to hear it myself... 
| Also despite this limitation I already have - minors seem to be able to pump out colonizers at will - is this also editable ? |
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The above method should help with this as well, as the original colony ship would be over-ridden by the modded scout version, so they'd have to wait for the appropriate tech before building the ColonyShip01, just like everybody else.
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#2
by Citizen macraig - 2/16/2004 9:40:37 PM
Hey, BoP, can't stop just with modding MOO III, eh? I seem to be having a deja vu attack.
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| Hey, BoP, can't stop just with modding MOO III, eh? I seem to be having a deja vu attack. |
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... might as well try modding a game worth playing... oops, did I type that out loud?
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