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-   -   Capturable Racial Techs (http://forum.shrapnelgames.com/showthread.php?t=3095)

jc173 May 17th, 2001 06:36 AM

Re: Capturable Racial Techs
 
I guess this still needs a little tweaking, I wouldn't want to be able to steal the techs through espionage. So I guess I could just change the racial flags on the facility/armor applied techs and weapon techs.

Making the intermediate tech a racial one is kinda redundant might as well just work off the original racial theoretical tech.

It's definately too bad the AI won't perform capture and analyze ops. We could have it take advantage of that by creating different types of attack and defense ships.

Oh by the way capturing a ship with crystal armor does give you access to crystal race facilities. I'm not sure that makes sense since most of the facilities are probably much more complex than just armor. That can probably be fixed by just tagging the facilities with the additional tech requirement of crystalurgy or whatever their theoretical tech is named.

[This message has been edited by jc173 (edited 17 May 2001).]

Nitram Draw May 18th, 2001 01:23 AM

Re: Capturable Racial Techs
 
You could keep the racial tag on the items you don't want to have stolen/researched. I like the idea of components being able to be analyized, facilities maybe not. With a little editing you could tune it to the way you want with the racial tag. If you use the same prerequisite tech as the key to the entire tree and make it a racial tech the AI only has to research it once. You could then untag any tech you wanted. Your idea is good and can be made to work the way you want.


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