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Re: Odd Racial/Unique Tech Reqs
This does have a good advantage
you can create type Cs for those you wish the other races to be able to research once they've been "shown the way" and have type Bs for those you want them to be able to reproduce exactly, but not improve upon without stealing newer designs http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Odd Racial/Unique Tech Reqs
Matryx:
So you could even make a mod with the good "Type A" technologies for personal use by your empire, and have a parallel "Type B" technology series that you could sell off to your friends and neighbours. The type A tech series would give excellent weapons and components, while the type B tech series would feature slightly inferior weapons and components (that are not researchable by your opponents)! [ September 05, 2002, 00:17: Message edited by: jimbob ] |
Re: Odd Racial/Unique Tech Reqs
SJ:
I thought about this for the Last little bit. Something like the parasite missiles then should be entirely stealable (and tradable) because it would be a type B technology/component. Organic (type A) ---> Organic Weapons (type B) This should be true of all racial components because they are all the result of type B research projects... but I've never been successful in trading/stealing another trait weapon! What am I missing here? |
Re: Odd Racial/Unique Tech Reqs
You have to remove the racial number from the techareas of the components that you want to steal. If there is a racial number in the techarea then you need that racial trait to to acquire that tech.
However, if you remove the racial number from a techarea but not its prerequisite (ie. organic weapons but not organic manipulation) then you can steal that tech but not research it. |
Re: Odd Racial/Unique Tech Reqs
Oh, so I should be looking in the flipping TechArea text file (data) not just the component file. Yet another blunder.
Thx. Now I fully understand. |
Re: Odd Racial/Unique Tech Reqs
Yep. Organic weapons are Type As, since they have the racial tag.
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