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-   -   Primitives for proportions? (http://forum.shrapnelgames.com/showthread.php?t=9247)

dogscoff April 28th, 2003 05:43 PM

Re: Primitives for proportions?
 
I'm not 10% sure about 1, but I think it's the case. Or used to be.

Quote:

While that was the topic of the original post, I don't see this primitive idea as being limited to Proportions mod
<font size="2" face="Verdana, Helvetica, sans-serif">Another good point. I think the rate of expansion and crowded maps of the standard games would make primitives less viable, but there's no reason why it should be proportios only.

QuarianRex April 28th, 2003 06:43 PM

Re: Primitives for proportions?
 
I have a working primitive mod. Its in the early stages and I have to make adjustments to the research files of the various AIs (currently only the terrans and one savage race were being used for testing) but it is working beautifully (if I do say so myself).

This has been quite a learning experience. For one, never try modding when you are drunk. The ideas were good but it took me three hours to find and fix all the typos the next day.

The mod currently has three levels of primitive; savage, steam, and space. Each has their own tech tree that follows the same pattern. For ex, savage goes from level 1 to 15, steam goes from 1-10 (covering all the tech from level 6-15 of savage), and space goes from 1-6 (covering 10-15 of savage). After completing their racial tech (and levels 15, 10, and 6 respectively) they are allowed to research "Galactic Expansion" to open up the normal tech tree. Human and AI players must also research this tech to be able to do anything else.

Originally I wanted all of the commonly shared technologies to be done through tech levels (ie. all three primitives aquiring the tech area "city" at varying times while "city" was the prerequisite for the facility of the same name). I had hoped to reduce the clutter in components.txt and facility.txt but it didn't work. only one of the same-name tech areas was credited as being the prerequisite (the lowest one on the list). That's great if you are a space race but horrible otherwise.

Also, did you know that you automatically acquire the technologies of the tech areas with a start level of 1? This happens even if you don't have access to said tech levels. I had to use racial tech areas to get around this (so that players would start with cultural centers and savages would start with settlements, for example). Twas a bit of a pain.

Despite all that I am almost done. I'll try to post something tonight or tomorow so you can test it out and give feedback.

JLS April 28th, 2003 07:08 PM

Re: Primitives for proportions?
 
Quote:

Originally posted by geoschmo:
#1. I had no idea about. I had heard they would reasearch mines if they encountered them, but didn't know they would randomly pick stuff when out of techs in their research file.
<font size="2" face="Verdana, Helvetica, sans-serif">I have seen the AI research Colonizers, Bases etc. when the Research File is broken or finished.

The continued Primitive Tech advances is a good idea Dogscoff, and at given specific counts, could yield something, or maybe even trigger an event.
~
Quote:

#2. Would only be a problem for proportions obviously. While that was the topic of the original post, I don't see this primitive idea as being limited to Proportions mod. http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="Verdana, Helvetica, sans-serif">The Primitive Population Center can be done with Existing Proportions setup.

PVK has a spare Culture Center currently in Proportions that is tagged with Inaccessible tech. A new CC also can be added as well but placement is the key.

Just add a Tech Pre Req to both.
Then change rename Primitive and add the attributes you desire http://forum.shrapnelgames.com/images/icons/icon12.gif

Or it can be done for Proportions, if you want to add a Racial Trait and then tie it into the Tech File that ties it to the Facility as I did with AI Campaign.
~
GEO your none Space age theory at low Tech is outstanding.

[ April 28, 2003, 18:28: Message edited by: JLS ]

Grand Lord Vito April 28th, 2003 10:44 PM

Re: Primitives for proportions?
 
You would have to keep there urban centers low produceing if they can get crushed by a roaming player and Restricted Planetary Exploitation also may be the way to go.

Other wise I will hunt them down http://forum.shrapnelgames.com/images/icons/icon10.gif

dogscoff April 28th, 2003 10:44 PM

Re: Primitives for proportions?
 
quarian: I really can't wait to see what you've done: this has been on my wishlist for a loooong time.

Once we have a fairly mature product, I'll put together a few primitive shipsets.

http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon6.gif

geoschmo April 28th, 2003 11:08 PM

Re: Primitives for proportions?
 
I think making the primitives be able to defend themselves is really not something a lot of effort should be spent on. How much of a fight would even we be able to put up against an alien attack on par with Se4 races. Much less so a pre-industrial or a pre-agrarian primitive race. It would not be any contest. My view of the primitives is adding another "resource" for the space faring empires to take advantage of. The question won't be who can kill the primitives, but who can make the best use of them in their empire.

Geoschmo

QuarianRex April 29th, 2003 12:22 AM

Re: Primitives for proportions?
 
I just posted my Primitive Proportions mod. Check the thread, tell me what you think.

geoschmo April 29th, 2003 01:54 AM

Re: Primitives for proportions?
 
Quote:

Originally posted by dogscoff:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">
I'd rather not have them do it on their own. I like the idea of them having zero research points.

<font size="2" face="Verdana, Helvetica, sans-serif">I've just thought, is zero research actually possible? I know you can't get zero resource production because the game gives you a certain amount of "free" resources per turn if you lose all your production capacity.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">There is no "empire minimum" for research the way there is for resources. However, there would be research points available on the first turn even if they don't have any research faciliites. But it would be the first turn only.

Geoschmo

JLS April 29th, 2003 02:27 AM

Re: Primitives for proportions?
 
First glance it looks good

You tied the Traits to Research to Facilities for the AI neutral City slash Culture Center.

well done

Opps, de je vue I already did that in a previous post

[ April 29, 2003, 01:33: Message edited by: JLS ]

JLS April 29th, 2003 07:15 PM

Re: Primitives for proportions?
 
Quote:

Originally posted by Grand Lord Vito:
You would have to keep there urban centers low produceing if they can get crushed by a roaming player and Restricted Planetary Exploitation also may be the way to go.

Other wise I will hunt them down http://forum.shrapnelgames.com/images/icons/icon10.gif

<font size="2" face="Verdana, Helvetica, sans-serif">The ground defense is about the same GLV as with the previous neutrals so it will be as tough as it always is to capture a Planet,

I am not sure of block aids though?

But so what, they are not going any where, and the onus is on the Player to take the Planet or make peace.

I like the concept.

[ April 29, 2003, 18:16: Message edited by: JLS ]


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