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Modding limits/possibilitys

 
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All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> Design and Modding >> Modding limits/possibilitys Page: [1]
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Modding limits/possibilitys - 4/5/2011 8:45:56 AM   
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EaglePryde
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I gave it a quick rundown on what is present regarding shipsets and i must say i like them all.

My question is. Is there a hardcoded limit as to how many races/shipsets etc. can be in this game?

I would like to get all major race/shipset mods into one big mod.

In addition. Is the tech tree moddable? If i want to change what or how many techs there are and mke custom trees for every race?

I searched the folders a bit but exept for adding races/shipsets/sounds/art i didn't find anything regarding the general setup of races and neighter something regarding tech tree/s.

Can someone enlighten me on this?
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RE: Modding limits/possibilitys - 4/5/2011 8:52:52 AM   
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EaglePryde
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My bad..seems that most things aren't moddable at present as i have seen in the Modding Masterlist. Would have been nice if i could mod a bit.

(in reply to EaglePryde)
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RE: Modding limits/possibilitys - 4/5/2011 10:30:13 AM   
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Data
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Vote for it in Igard's polls, most of us push it to the top.

_____________________________

...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....

(in reply to EaglePryde)
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RE: Modding limits/possibilitys - 4/5/2011 11:33:19 AM   
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EaglePryde
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Posts: 79
Joined: 4/3/2011
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Yeah i've voted for it. In 4x games it's one of those things i'd like to see most. I'd modded a couple of games a bit and i'd like to do it in Distant Worlds too. Seems as a great foundation for mod's

(in reply to Data)
Post #: 4
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