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Alien Artifacts! Alien Science?


Aelixander

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Hey there folks,

I was wondering if there was a way to gently sprinkle some alien artifacts across the planets n moons? Make them really characterful, and overall tell a story.

Perhaps an extra-solar alien race was heading towards their star - but didn't make it? We can find evidence of their probes and exploration vessels? (perhaps even an artificial satellite around one of the distant moons?)

these would not only be cool "easter eggs" to find, but in-game they could be worth a lot of science?

And ... perhaps ... "unlock" some special tech stuff in the career game?

Each one, when you use a proper kind of scanner, will unlock "Alien Science" points, which has its own separate sub-tree, which will allow you to unlock alien tech: A.I (MechJeb), Mass-Drivers, Warp-Drives, Super-conductive batteries, repulsiors (hover bits), tractor-beams (great for docking), FTL etc.

The first part would be to hide the eggs, then incorporate mods for Alien Tech and parts. I would think that the "alien tech" can easily be covered by existing mods out there (used with permission of course).

Thoughts? Comments? Questions?

- A

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  • 2 weeks later...

Had the same idea a while back, here is the Thread but had no activity untill I posted today.

Would also like to thank MrHappyFace as Kerbal Konstructs is just the thing needed.

Hit me up if you want a lil help with models or something, have a fair bit on my plate but this is something we need!!! so I will throw what ever time I find into it if a few of us are willing to back this all the way.

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Had the same idea a while back, here is the Thread but had no activity untill I posted today.

Would also like to thank MrHappyFace as Kerbal Konstructs is just the thing needed.

Hit me up if you want a lil help with models or something, have a fair bit on my plate but this is something we need!!! so I will throw what ever time I find into it if a few of us are willing to back this all the way.

Well, as far as parts go - all we need is the one that does the archaeology, and have it generate X much (Not science)

The hard part is implementing a tech-tree that doesn't do science, but something else.

Then we simply pick and choose appropriate mods to re-package in this, to be used as the alien tech. Doubt anyone would mind, because it gets their mod out there more.

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