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-   -   Tech-Grid-Mod (http://forum.shrapnelgames.com/showthread.php?t=6641)

dumbluck July 15th, 2002 10:49 AM

Re: Tech-Grid-Mod
 
BM: It shouldn't be that different from Proportions where the population modifiers slow down production on everything (resources, intel, and research). This mod just lengthens the game in a different way. Now combining the two mods might be a bit over the top....

Fyron July 17th, 2002 10:29 AM

Re: Tech-Grid-Mod
 
Dumbluck:
I was just reading the thread when you had replied. It was simply some "dumb luck" that I happened to reply while you were editing. http://forum.shrapnelgames.com/images/icons/icon12.gif

Taz-in-Space July 17th, 2002 09:10 PM

Re: Tech-Grid-Mod
 
Quote:

I think the hard part will be the weapons. Since there will be many different Version of each weapon, based on the different weapon and theory tree's that are researched. ( Yep Range, Power, size and speed ).
<font size="2" face="Verdana, Helvetica, sans-serif">You can install mounts for adjusting the range, power and size as well as the cost. However; I don't believe I've ever seen a mount adjust the speed.

Anyway mounts may be the way to go for the rest. http://forum.shrapnelgames.com/images/icons/icon7.gif

jimbob July 18th, 2002 04:56 AM

Re: Tech-Grid-Mod
 
You should be able to some fun stuff with mounts once the new patch comes out. Perhaps all specialized mounts (large, planet-core, tiny, etc) should have technology requirements! (construction? industry? nanotech? Advanced Materials Science?)

Perhaps the tech area "Patent Laws" should be required for mounts like cheap, premium, etc (as in the P&N mods).

As to your mod.. my only concern is that it will be impossible to figure out what the prerequisities are for specific technologies. Imagine the frustrated player researching just about anything, trying to get to a tech that they know exists, but they just can't find all the prereqs!

Suicide Junkie July 18th, 2002 05:43 AM

Re: Tech-Grid-Mod
 
Industry, I imagine.
-&gt; Bulk production
-&gt; Extreme precision machinery

tesco samoa July 18th, 2002 02:51 PM

Re: Tech-Grid-Mod
 
the key is to kiss it.

The first mod will just be what is already available. Examples would be for mineral production you need industry and mineral production.

PPB you will need physics and PPB ( yes the physics will keep increasing as well ).

The goal is not to confuse,,, and some has created a program to show the tech outline.

Next week I will post a sampling of what I have created so far. I will try for Tuesday. ( Work is busy....so no fun time)

geoschmo July 18th, 2002 03:04 PM

Re: Tech-Grid-Mod
 
Quote:

Originally posted by tesco samoa:
PPB you will need physics and PPB ( yes the physics will keep increasing as well ).

<font size="2" face="Verdana, Helvetica, sans-serif">So to get PPB IV you will need level 4 in Phased energy weapons and level 4 in physics? http://forum.shrapnelgames.com/images/icons/shock.gif

tesco samoa August 23rd, 2002 04:52 PM

Re: Tech-Grid-Mod
 
Some Updates...

Work on the Facilities is coming along nicely...

I will post the pre-Version of the facilities in the mod directory if some one wants to look at it.

I should have the Facility.txt done some time next week .... mind you life keeps getting in the way.... But there is work being done.

tesco samoa April 18th, 2003 07:08 AM

Re: Tech-Grid-Mod
 
update http://forum.shrapnelgames.com/images/icons/icon10.gif

3 weeks then it will be ready for play testing

Fyron April 18th, 2003 07:10 AM

Re: Tech-Grid-Mod
 
It better be!


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