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Re: STM "Final v1.7.5" Discussion
We have all been through the waiting process BlackRose, I hope you fair better than I did. http://forum.shrapnelgames.com/images/icons/icon7.gif
The great thing about SEIV is the ease at which you can edit it. It is not like BOTF, it is a simple process that takes a long time. http://forum.shrapnelgames.com/images/icons/icon7.gif If this mod does not fit the bill, it can be modded and tweaked to desire. That is the beauty of it. And welcome to the game and the forums. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: STM "Final v1.7.5" Discussion
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BTW Enterprise is the best thing to happen to Trek since TOS. I can't understand why anyone would not like it. TNG and DS9 on the other hand make me hurl. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">New Turn ready. http://forum.shrapnelgames.com/images/icons/icon7.gif And I liked later STNG, and Most of DS9, but your right, Ent is the best thing since TOS. Voy just makes me sick. BTW, Voy is coming out on DVD this month. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: STM "Final v1.7.5" Discussion
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Re: STM "Final v1.7.5" Discussion
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At this point I don't think we can have stealable technology. Sure it does not show up for research, but the components are showing up in the component lists. That is not good. |
Re: STM "Final v1.7.5" Discussion
As I understand it, there are two methods for making captureable/stealable racial techs. Here is the easy one:
1) Set a prerequisite tech with a racial tech number. For example, Racial Organic Prereq with racial tech # of 5. 2) Set up a shared tech with no racial tech number but a racial prerequisite tech. For example, Organic Technology with racial tech number set to 0 and prerequisite of Racial Organic Prereq level 1. Now this tech won't show up or be researchable unless someone has the racial prerequisite, but it can be analyzed for access to the same components (but not researched further). You can also have captured racial techs be less powerful than the original Versions with a few more steps: 3) Create a non-racial tech area to parallel the racial prereq. For example, Boring Organic Prereq with racial tech of 0. This means anybody can research it (including organic racials, but why would they want to?). 4) Add the Racial Organic Prereq tech area as a requirement for all organic tech. 5) Copy/paste/edit a new (weaker) Version of the racial components, substituting the Boring Organic Prereq tech area for the Racial Organic Prereq in the weaker set of comps. Now anyone who researches Boring Organic Prereq and stumbles upon a couple of Racial Organic ships can understand some of the technology and put it to use, though not to the extent that an organic race could. Hope that helps make things clear as mud. http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: STM "Final v1.7.5" Discussion
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Re: STM "Final v1.7.5" Discussion
Thanks Krsqk but I tried them all and the components still come up in other races component lists when they should not.
EVERY technology (TechArea) that I set up to be capturable shows up in ALL races component lists. |
Re: STM "Final v1.7.5" Discussion
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Re: STM "Final v1.7.5" Discussion
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Re: STM "Final v1.7.5" Discussion
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</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I'm not sure I follow you. What list do you mean? This seemed to work for me: Name := Federation Weapons Group := Federation Technology Description := Weapons... Maximum Level := 10 Level Cost := 10000 Start Level := 0 Raise Level := 2 Racial Area := 0 (changed from 5) Unique Area := 0 Can Be Removed := False Number of Tech Req := 2 Tech Area Req 1 := Physics Tech Level Req 1 := 1 Tech Area Req 2 := Federation Technology Tech Level Req 2 := 1 |
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