[20:00] *** tescosamoa is now known as MCtesco [20:00] @MCtesco: Well hello everyone [20:00] @MCtesco: We have a good night instore for everyone here tonight [20:00] Katchoo: are you gonna break dance for us Tesco? [20:01] *** Fyron is now known as GuestSpeakerFyron [20:01] Katchoo: ;-) [20:01] *** Signoff by Fyron detected [20:01] @MCtesco: Tonight we have the first guest speaker for the se4 channel [20:01] * Rollo claps [20:02] * Katchoo hoots [20:02] * ekolis woohoos [20:02] Ragnarok: *** cheers [20:02] RojeroCooking: ok back [20:02] RojeroCooking: just in time [20:02] @MCtesco: Mr Fyron [20:02] @GuestSpeakerFyron: yes? [20:02] *** RojeroCooking is now known as Rojero [20:02] @MCtesco: Modder [20:02] Rojero: <<--claps [20:02] @MCtesco: snappy answer guy [20:02] *** dumbluck () has joined channel #se4 [20:02] *** Mode change "+v dumbluck" for channel #se4 by ChanServ [20:02] @MCtesco: and from the country of USA [20:03] * MCtesco claps [20:03] @MCtesco: so introduce yourself [20:03] * Katchoo waves a towel over his head. [20:03] @MCtesco: then let the question begin [20:03] * dumbluck pokes heas head in to see what all the fuss is about. [20:03] *** MCtesco has changed the topic on channel #se4 to SE4: Special Guest Mr. Fyron [20:03] @GuestSpeakerFyron: i think everyone here already knows me. i make mods, and blabber way too much on shrapnel [20:04] * MCtesco pokes guest speaker [20:04] * ekolis discreetly chuckles [20:04] * MCtesco psst do something [20:04] @GuestSpeakerFyron: dont be so impatient [20:04] * MCtesco and he has spoken [20:04] @MCtesco: he he [20:04] Ragnarok: ooo,, ahhh, the great one has spoken! :) [20:04] @GuestSpeakerFyron: i think tesco is taking this a bit seriously ;) [20:05] Rollo: noooooooo [20:05] @GuestSpeakerFyron: so... any questions? [20:05] Rollo: i am out of beer [20:05] Rollo: 7me hurries to the store [20:05] @MCtesco: interesting question fyron [20:05] @MCtesco: rollo is out of beer [20:05] +TerranC: No questions [20:05] Rojero: LOL um who goes first? [20:05] @MCtesco: more of a statement [20:05] @GuestSpeakerFyron: not sure how to answer that. go get more? [20:05] @MCtesco: ah ha a question [20:05] @MCtesco: rojero has asked the first question [20:06] @GuestSpeakerFyron: who wants to go first? [20:06] *** Rollo is now known as Rollo|brb [20:06] +dumbluck: I have a question. Is there a topic for this discussion? [20:06] @GuestSpeakerFyron: Modding [20:06] Rojero: any question modding [20:06] +dumbluck: Ahhhhh [20:06] ekolis: of se4, right? ;) [20:06] @GuestSpeakerFyron: right [20:06] * dumbluck rolls his eyes. [20:07] Rojero: i can be patient [20:07] Ragnarok: Ok, my question is...What is modding exactly? :D [20:07] @GuestSpeakerFyron: modding is the art of customizing the game to match your tastes [20:08] * MCtesco tumbleweeds [20:08] @GuestSpeakerFyron: next question? [20:08] *** TerranC is now known as Tumbleweed [20:08] * ekolis wonders what tumbleweeding is [20:08] @GuestSpeakerFyron: i know rojero had questions ;) [20:09] +Tumbleweed: what is the point of all this if SE4 is the most moddable game in existence currently, if in all of recorded human history? [20:09] * dumbluck has lots of questions about modding. Unfortunately, he can't think of any of them at the moment... [20:09] @GuestSpeakerFyron: what is the point of what exactly TC? [20:09] @MCtesco: explain the different concepts of flight in seiv ? [20:09] +Tumbleweed: What is the point of what exactly is my question. [20:10] *** Tumbleweed is now known as NonsenseTC [20:10] @GuestSpeakerFyron: flight? do you mean movement? [20:10] @MCtesco: yes [20:11] Rojero: ok....ready? [20:11] @GuestSpeakerFyron: if so, there are 2 basic propulsion modles. the basic one is that used by unmodded SE4 where engiens give 1 movement point and they have a limited number of engine slots. generally, larger ships are allowed fewer engines [20:12] @GuestSpeakerFyron: the other branch is Quasi-Newtonian Propulsion. in such a model, engines do not provide any bonus movement points, only standard movement points. better engines provide more standard movement [20:12] * dumbluck realizes that it's been so long since he's worked on his mod, that he doesn't remember how anymore... [20:13] @GuestSpeakerFyron: ship hulls are given engines per move values with a formula such as tonnage / 50. so, an escort would have 3 engines per move, a battleship 16. [20:13] *** Rollo|brb is now known as Rollo [20:14] Rojero: just tell me when [20:14] * MCtesco pretend it is /. and post the question [20:14] @MCtesco: so how does one get time to mod when they have a life , wife and job [20:15] * Katchoo flags down the pie salesman and buys a slice of apple pie. [20:15] @GuestSpeakerFyron: so, larger ships require more engines to move. with a standard formula, different sized ships require the same percentage of hull space dedicated to engines to get the same speed [20:15] @GuestSpeakerFyron: it doesnt take much time each day to work on a mod [20:16] @GuestSpeakerFyron: so... next question [20:16] * Katchoo wonders if someone is keeping a transcript of this so it can be posted on the Forum...? [20:16] @MCtesco: yep [20:17] Rojero: ok [20:17] Rojero: i want to start modding [20:17] Rojero: and the one thing i wanted to mod [20:17] Rojero: is for me to pick a Specific number of computer opponents instead of the vague selection [20:17] Rojero: also would it be possible to have more than 20 opponents? [20:18] @GuestSpeakerFyron: it is impossible to start with more than 20 races in a game [20:18] Rojero: How about the picking a specific number? [20:18] @GuestSpeakerFyron: it is possible to create more through the use of Puppet Political Parties if the planets break off and form their own empire [20:18] +dumbluck: ??? [20:19] +dumbluck: I thought that once you hit 20 empires (deceased or not) that PPP didn't work anymore [20:19] +dumbluck: ? [20:19] @GuestSpeakerFyron: you can mod the high, medium and low values in Settings.txt to have a range from 15 to 15, and it should work. But, the game will not add more than 5 random neutral races. [20:19] @GuestSpeakerFyron: DL, I am not positive on that one. Been a while since I used it. ;) [20:19] * dumbluck slaps his forehead with the realization that his question didn't concern modding. [20:20] @GuestSpeakerFyron: No worries. ;) [20:20] Rojero: hmm ok i have more if your done? [20:20] Rojero: sorry i am not trying to be blunt :( [20:20] Katchoo: can you mod a component that guarentees a ship or planet leaves their empire? [20:20] @GuestSpeakerFyron: Shoot. [20:21] @GuestSpeakerFyron: Katchoo, no. The only components you can use like that are Allegience Subverters and Boarding Parties, but that makes them join your empire. [20:21] Rojero: you can answer katchoos firs [20:22] @GuestSpeakerFyron: And no, you can not mod an intel project that guarantees that they will form their own empire. The effects of the ability used by PPP are hard-coded. [20:22] Katchoo: so there's no way to mod any of the Intel projects to guarantee 100% something happens? [20:22] Ragnarok: Fyron must be psychic now. :) [20:22] @GuestSpeakerFyron: You can not create new effects, no. You can use some Event abilities on Intel Projects (most of them, in fact). [20:22] * MCtesco its all scripted you know [20:23] * GuestSpeakerFyron slaps MC. Quiet you! [20:23] Katchoo: ok. go ahead Rojero [20:23] @GuestSpeakerFyron: All intel projects save PPP are 100% success rate if they get past the enemy Counter Intelligence. [20:23] @GuestSpeakerFyron: And that is, unfortunately, unmoddable. [20:23] @GuestSpeakerFyron: Next please. [20:23] Katchoo: understood. thanks (y) [20:24] Rojero: ok [20:24] Rojero: now i know this must be out of my league but [20:24] Rojero: if you ever played Imperium Galactica 2 , could it be possible to make the combat in 3D? [20:24] Rojero: instead of 2d? [20:25] @GuestSpeakerFyron: No. You can not change the game engine. That would requrie the game being open sourced, which it is not. [20:25] Rojero: sorry if my questions are off the wall [20:26] Rojero: i have so many and some maybe really simple [20:26] @GuestSpeakerFyron: Don't worry about it. ;) [20:26] Rojero: Would it be possible to make a mod [20:26] @GuestSpeakerFyron: yes :) [20:27] Rojero: in which all the races are fighting an extremly powerful foe, say like a hive fleet? [20:27] Rojero: off the bat that is [20:27] @GuestSpeakerFyron: You can play the hive race and pick All AIs versus Humans. [20:27] @GuestSpeakerFyron: But, you can not have pre-determined feelings between empires. [20:28] @GuestSpeakerFyron: So you can not force two races to be friends or enemies. [20:28] Rojero: ok... [20:28] Rojero: i have more [20:28] @GuestSpeakerFyron: So keep asking! [20:29] Rollo: ahem, on the powerful hive race... i do believe that is possible to mod [20:29] Rojero: now this is simple ..when having AI script problems, how do i check if it is current or specifc sorry i type slow [20:29] Rojero: if it is current or wont be screwd up [20:30] Rojero: do you want me to be more specific? [20:31] @GuestSpeakerFyron: Yes. [20:31] @GuestSpeakerFyron: Rollo, if you have more to say, please say it. Actually, the Space Monsters sort of qualify as the Hive race thingie. ;) [20:31] Rojero: ok when I want to be running my script for AI, are there basic parameters I have to follow? [20:32] Rojero: Or is it free flowing? [20:32] @GuestSpeakerFyron: But, it does not make all the others allied against them. [20:32] @GuestSpeakerFyron: I am not certain what you mean. Keep in mind that I do not mod AIs very much. ;) [20:33] Rojero: ok... [20:33] @GuestSpeakerFyron: What do you mean by free flowing? You have to follow the setup of the AI files or else they will not work. [20:33] Rollo: fyron, yes. that is true. the monsters simply declare war in everyone. since the AI tends to fight only a number of wars, most other races are friendly with each other, though. also when the mnsters reach MEE, i think the other races are likely to ally with each other [20:33] Rojero: yes thats what i mean ...sometimes some of the fleet files when i load them dont seem to work and iget AI errors [20:34] @GuestSpeakerFyron: Oh. That is because they are 1.49 (pre-gold) [20:34] @GuestSpeakerFyron: You need to open them up and add the missing lines from another AI file, such as the default ones. [20:34] Rojero: hmmm ok [20:34] @GuestSpeakerFyron: Gold added a number of new lines to various files. [20:35] Rojero: now how do i create say a race trait that effects a particualr skill [20:35] Rojero: like for example [20:35] Rojero: I have a feline cat race that are good with fighter combat and carrier combat [20:35] Rojero: how can i incorporate that? [20:35] Rojero: i dont really see anything in the game that points to something as speicif as that [20:36] Rojero: err specific [20:36] @GuestSpeakerFyron: What sort of skill? You can make a new race trait tech area, and have it have whatever custom components, facilites, ship sizes, etc. you want. [20:36] Rojero: ? [20:36] Rojero: really how? [20:36] @GuestSpeakerFyron: You could add a tech trait that gives them better fighter and carrier hulls. [20:36] Rojero: i did not know that [20:36] @GuestSpeakerFyron: Look at Organic Manipulation. [20:36] Rojero: or combat? [20:36] @GuestSpeakerFyron: It is a Tech Trati type, and has a tech number. [20:36] Rojero: please excuse my newbie ness [20:36] @GuestSpeakerFyron: Open RacialTraits.txt [20:36] Rojero: for my custom race? [20:37] @GuestSpeakerFyron: You can not create new Racial Characteristics. [20:37] @GuestSpeakerFyron: No, in the Data folder. [20:37] *** Gandalph (~ericd173@12-228-220-188.client.attbi.com) has joined channel #se4 [20:37] Rojero: ok and say [20:37] Gandalph: say hey [20:37] Rojero: that I want to make them excellent fighter pilots [20:37] Rojero: hey gandalph [20:37] @GuestSpeakerFyron: Look at Organic Manipulaltion. [20:38] Rojero: i think my fear is screwing up my game [20:38] Rollo: i'd suggest adding new fighter types that have defense and offense bonus built into their hull [20:38] @GuestSpeakerFyron: Trait Type := Tech Area [20:38] @GuestSpeakerFyron: Value 1 := 5 [20:38] Rojero: but i want it specific to my race. [20:38] @GuestSpeakerFyron: this makes the racial trait give access to special technology areas that have a Racial Number of 5 (techarea.txt) [20:38] Rojero: or is this too difficult? [20:39] Rojero: ok wait [20:39] @GuestSpeakerFyron: AIs always take what you tell them to. Tell humans not to take it unless they are Feline. [20:39] Rojero: so tratit type in the data folder [20:39] @GuestSpeakerFyron: You can create a new trait called Feline Race, and give it a Value1 of some other number. [20:39] Rojero: ok... [20:40] @GuestSpeakerFyron: Use that number on new tech areas. Then, only a Feline Race can get those technologies, and thus whatever the techs give you. [20:40] @GuestSpeakerFyron: I suggest you keep track of the tech area numbers in the header of TechArea,txt [20:40] Rollo: no, Rojero this is not difficult. create a new race trait (as fyron said) and then create special hulls and components that have this race trait as requirement [20:40] @GuestSpeakerFyron: As is already done for the default tech areas. [20:40] Rojero: sorry give me time to write hehe [20:41] Rojero: ok...maybe i should start from scratch [20:41] @GuestSpeakerFyron: No AI will take Feline Race unless you specifically tell them to. [20:41] Rojero: what folder is for race manipulation [20:41] Rojero: ok... [20:41] @GuestSpeakerFyron: Starting from scratch is not necessarily a good idea. [20:41] Rojero: ? [20:42] @GuestSpeakerFyron: You said maybe you should start from scratch. Or did you not mean the mod? [20:42] Rojero: ok...how about copying and altering an existing race...oh and i really do apologize, i am not good with modding..and if my questions are a bit simplistic i apologize again [20:42] Rojero: i meant scratch meaning...i ask the question for this [20:42] Rojero: i want to create a race...which I have done [20:42] @GuestSpeakerFyron: The AI files for a race are in the Pictures\Races\Racename folder [20:42] Rojero: I am working on the shipset thanks to you guys [20:43] @GuestSpeakerFyron: Well, noone else is asking any questions. (hint hint) [20:43] Rojero: now I want to tweak them [20:43] @GuestSpeakerFyron: Copy an AI that you want your race to act similar to. [20:43] Gandalph: How do I win in KOTH???? [20:43] Rojero: i want to tweak the race to do something ...like be really good with their fighters [20:43] @GuestSpeakerFyron: Play well. That isnt a modding question though. ;) [20:44] Gandalph: Oh sorry, is this restricted to modding questions??? [20:44] @GuestSpeakerFyron: That requires making a mod for them to have a trait that makes their fighters better. [20:44] Rollo: @ gandalph: kil the enemy b4 he kills you =) [20:44] Rojero: not fixing the race triait? [20:44] Rojero: that folder you guys were explaining to me? [20:46] @GuestSpeakerFyron: I suggest you read SE4 Modding 101, located at my website. It will explain the basics to you. ;) [20:46] @GuestSpeakerFyron: You can not make a race that has better fighters that is compatible with the unmodded game. The only way to get better fighters is to create a mod. [20:46] Rojero: hmm i dont think better fighters...how about the ability to use those fighters better? [20:47] Rojero: you give a human and the a feline the same fighter [20:47] Rojero: the feline is bettter with that same fighter [20:47] Rojero: and ok i will go on your website ...hehe but i figure i can ask you the questions too [20:47] @GuestSpeakerFyron: That can't be done. You have to use components or hulls that are better in some way. [20:48] @GuestSpeakerFyron: There is no ability that affects fighter performance specifically. [20:48] Rojero: .... [20:48] Rojero: :( [20:48] ekolis: SE3 had one... [20:48] * MCtesco link is http://galileo.spaceports.com/~kazharii/ModdingTutorial.html [20:48] Rojero: ok let me stoke on my other questions FYron [20:48] @GuestSpeakerFyron: Yes, but I do not think it works in SE4. The ability is in the executable, but it has never been confirmed to actually work, [20:48] Rojero: and I will give the floor to other peeps [20:49] Rojero: i still have more questions though [20:49] @GuestSpeakerFyron: k [20:49] Gandalph: Are you saying that aggressiveness and defensiveness in empire setup have no effect on units??? [20:49] Rojero: but i will let others ask [20:49] @GuestSpeakerFyron: I do not think they do, but I am not certain. [20:49] Rollo: as i said earlier, you can make the fighters better. giving them all kinds of in-built bonus, but you'll have to create special hulls for that. [20:49] * MCtesco or read this thread in shrapnel http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=23;t=005767 [20:50] *** civ2buf () has joined channel #se4 [20:50] Rollo: gandalph, i am pretty sure that agressiveness and defense does effect units [20:50] *** MythicalMino (JwIRC@66.227.229.87.col.mi.chartermi.net) has joined channel #se4 [20:51] Rojero: <<--waves his hand -GuestSpeakerFyron- @ @ @ welcome the new guys MC ;) [20:51] Gandalph: if it does, Rojero can solve his dilema by increasing thos in empire setup [20:51] @GuestSpeakerFyron: Next question please. [20:51] Rojero: i wil have to tinker with that a bit [20:51] Gandalph: of course, againnst human opponents, that is a given. [20:51] @GuestSpeakerFyron: Yeah, but they don't affect units. And if they did, it would not just be making fighters better. ;) [20:51] @MCtesco: welcome guys [20:51] @MCtesco: gals [20:51] Rojero: hey ehy [20:52] * MCtesco were doing a modding 101 question and answer [20:52] Rojero: ok anyone else...i dont want to hog the flor [20:52] Rojero: err floor [20:52] Gandalph: ask away [20:52] Rojero: cool [20:52] @MCtesco: where do you see the modding going ? [20:52] @MCtesco: .... [20:52] @MCtesco: At one time mods were for creating balance [20:53] Rollo: when testing the united flora i noticed that the fighters don't seem to hit well with the -25. that indicates that agressievness does effect units [20:53] @GuestSpeakerFyron: Mods are for everything under the sun. [20:53] Katchoo: Question: Do you have a plan of "attack" so to speak, when you start modding? Eg, are there things you'll tackle first to get the Mod off the ground? What's the last thing you'd tackle? [20:53] Gandalph: I noticed the same with my religious race [20:53] @GuestSpeakerFyron: Rollo, it requires fuirther testing. ;) [20:53] Rojero: When creating the Mod, say I want to create a mod with say more monsters...how would i be able to increase that chance for more fantastic creatures? [20:54] Rojero: i think i have more questions then answers from when we started ROFL [20:54] @GuestSpeakerFyron: Katchoo, that depends on the nature of the mod. With a "simple" mod (FQM, USM), there is really nothing that needs to be saved til the end. But with more complex mods, I generally leave weapons to the end, as those require a lot of work to get done. [20:54] @GuestSpeakerFyron: What I do first is whatever comes across my mind first. ;) [20:55] * MCtesco rojero i suggest you set up a spread sheet or document for tracking. the key to modding is to be organized [20:55] * MCtesco and do a little at a time [20:55] Rollo: Rojero, do you mean more monsters in numbers or in variety? [20:55] Rojero: know of any cheap spread sheet programs i can download? i have none available [20:55] @GuestSpeakerFyron: (Link: www.openoffice.org)www.openoffice.org [20:56] @GuestSpeakerFyron: it is free and open source ;) [20:56] Rojero: yes Rollo [20:56] Rojero: I also want to create more types [20:56] * MCtesco perhaps rollo could step us through the moster from concept to mod [20:56] @GuestSpeakerFyron: Then just mod more stuff in. ;) [20:56] @GuestSpeakerFyron: Yes, Rollo is the mastermind behind the infamous Space Monsters. [20:57] Rollo: well, each monster type requires an entry in the AI desugn files [20:57] * MCtesco fryon... give tesco 25 minute extension on adm009 [20:57] Rojero: yes I have a ton of new monsters i was thinking of...and I was wondering [20:57] Rollo: more monster variety simply requires more entries [20:58] *** Signoff: civ2buf (Quit: JWIRC applet) [20:58] Rojero: if say those monsters were kind of using the galaxy as their battlefied against each other [20:58] Rojero: and we the empires were getting in their way -GuestSpeakerFyron- @ @ @ can only do 2 hours from now or more. use /onotice #se4 ... ;) [20:59] @GuestSpeakerFyron: You can have multiple monster empires, but you can not force them to specifically try to fight each other. [20:59] Rollo: yes, that would be possible to do. create two or more monster races. use the politics that they always declare war. this way they would be fighting each other as well as every one in their way [21:00] @GuestSpeakerFyron: That is the best you can hope for. ;) [21:00] Rollo: there is nothing to hope for really. they are simply at war with everyone. quite simple [21:01] Rojero: the reason I was thinking in ters of like Godzilla and his pals fighting and empires getting in the way [21:01] * Katchoo roars like Godzilla [21:02] @GuestSpeakerFyron: Yes Rollo, but they will not treat the other monsters any differently. They will act the same to everyone. [21:02] Rojero: hmmm [21:02] Rollo: well, as long as you don't plan that certan monsters will spare the puny lesser empires, it is not a problem to create [21:02] Rojero: that would be quite interesting to try [21:02] @GuestSpeakerFyron: Which does not really create the effect of them battling each other and us getting in the way. [21:02] ekolis: if they didn't attack players, what would the point of them being there at all? [21:03] Rojero: ...good point i guess maybe the ability to destroy planets? [21:03] @GuestSpeakerFyron: I am just saying that it is not possible for them to treat the other monsters are primary enemies. Everyone is just the same to them. [21:03] Rojero: or use planets to regenerate? [21:03] @GuestSpeakerFyron: Check out Devnull Mod. It has good Space Monsters in it. [21:03] Rollo: okay, fyron. i give yu that. they don'T specificly fight anone, they just fight everyone. but i do thin that is close enough [21:03] @GuestSpeakerFyron: Yes, that is why I said it is the best you can hope for. ;) [21:04] Rojero: hmm ok [21:04] @GuestSpeakerFyron: So, any more questions? How about from you silent guys? [21:05] Rojero: i am jotting the notes down, i have many more...but let me finish writing my notes [21:05] Rojero: yea i cant e the only one :P [21:05] Rojero: and rollo too [21:05] Ragnarok: I got one... Where do you think modding for the Space Empires franchise is going? Do you think in SEV it will be less moddable, or add tons more elements that we could possibly mod? [21:05] @GuestSpeakerFyron: SE5 will most certainly be more moddable than SE4. [21:06] @GuestSpeakerFyron: Every game in the SE series has been more and more moddable. Why would Aaron stop a good thing? [21:06] Ragnarok: I don't know. It was just a question to fill the void. :) [21:06] @GuestSpeakerFyron: :) [21:07] @GuestSpeakerFyron: It would kill all his business if Aaron made SE5 be unmoddable ;) [21:07] *** Signoff: MythicalMino (Quit: JWIRC applet) [21:07] ekolis: SE2 wasn't very moddable :) [21:07] Rojero: that was SE2 [21:07] @GuestSpeakerFyron: Yes... which is why I said more moddable. [21:07] @GuestSpeakerFyron: None, to partially, to super moddable. [21:08] Rojero: i have more questions... [21:08] Rojero: :( <<--looks bashful [21:08] Rojero: heh [21:08] Ragnarok: Go ahead. I don't got any. :) [21:09] Rojero: I have so many ideas....and want to create and mod so many things...do you think their is say, a way to combine all the mods? or can you run only 1 mod at a time? [21:09] @GuestSpeakerFyron: That depends on the nature of the mod. [21:09] Ragnarok: In fact, I'm going to leave for a bit. I'll still be in here just not in this room. Have fun everyone and I'll see you all in a little bit. [21:09] Rojero: ok rags [21:10] * dumbluck starts snoring in the corner. [21:10] @GuestSpeakerFyron: Tech mods (new techs, comps, ships, facilities) are harder to combine. It is possible, but you ahve to be very methodical when doing it [21:10] * MCtesco perhaps fyron can explain the concept of families and location of components in a mod [21:10] * ekolis has to go, bye everybody [21:10] *** ekolis has left #se4 [21:10] Rojero: <<--smacks dumbluck [21:10] Rojero: heh [21:10] Rollo: ooh, KOTH turn arrived. brb [21:11] *** Rollo is now known as Rollo|PBW [21:11] Rojero: sorry its interesting to me and I need to know this so when i create a mod for the community that I want to share I dont want to create Poop [21:11] @MCtesco: that is ok [21:11] @MCtesco: well the hour is up [21:11] Rojero: you guys represent some good stuff [21:11] * MCtesco you two can continue the conversation [21:11] Rojero: yea i can email you more to you if i have questions fyron [21:11] Rojero: thanks [21:11] @GuestSpeakerFyron: Families tell SEIV what components belong in the same family. Two components are in the same family if they have the same family number. This is used to determine what facilities areupgraded to what with the Upgrade button, in conjunction with the Roman Numeral. [21:11] Rojero: no its ok i wil try it now [21:11] Gandalph: even creating poop is respected...look at the BOD Mod!!! [21:11] * MCtesco here [21:12] Rojero: heh [21:12] Rojero: lets talk about new things for SE5 [21:12] +NonsenseTC: Well, if you keep calling it poop, it won't get respected. >:D [21:12] Rojero: i would like to see peoples views on that [21:12] *** NonsenseTC is now known as TerranC [21:12] Rojero: lol [21:12] @MCtesco: poop is still the greatest deceration of war [21:12] @MCtesco: in adm004 [21:12] Gandalph: deceration??? [21:13] @GuestSpeakerFyron: declaration maybe [21:13] +TerranC: decleration [21:13] @MCtesco: I believe it went along like this [21:13] +TerranC: bahh. [21:13] @MCtesco: " I fling poo at you" [21:13] @MCtesco: or something [21:13] @GuestSpeakerFyron: tesco, if the hour is up, you arent an MC anymore ;) [21:13] *** GuestSpeakerFyron is now known as Fyron [21:13] +TerranC: Darn english, Me no good on language [21:13] *** Signon by Fyron () detected [21:13] *** Fyron Fyron is logged in as [21:13] @MCtesco: Well thank you everyone [21:13] @MCtesco: thank you fyron [21:14] Rojero: thanks again fyron [21:14] @Fyron: np [21:14] @MCtesco: Next week GEO will be here to talk about PBW [21:14] @MCtesco: he he [21:14] @MCtesco: :) [21:14] Gandalph: koth turn is in....brb [21:14] Rojero: lol [21:14] @Fyron: Did you already get him to agree to that? [21:14] Rojero: i think we can announce this as a success? [21:14] @MCtesco: Sure. [21:14] Rojero: as far as people...wise? [21:14] @MCtesco: its in the disclaimer [21:14] Rojero: that was great [21:14] @MCtesco: IF GEO READS THIS HE AGREES TO BE NEXT WEEKS GUEST SPEAKER [21:15] @MCtesco: IF GEO OPENS THIS THREAD ON SHRAPNEL HE AGREES TO BE NEXT WEEKS GUEST SPEAKER [21:15] +TerranC: He will agree.