.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   Tech-Grid-Mod (http://forum.shrapnelgames.com/showthread.php?t=6641)

tesco samoa July 13th, 2002 03:24 PM

Tech-Grid-Mod
 
Hello Everyone. The Official Tech-Grid-Mod thread.

Mac and myself have begun the work on this mod.

It is as it sounds. A tech grid mod http://forum.shrapnelgames.com/images/icons/tongue.gif

Here is an example of how a item will look like in the upcoming pbw mod.

Name := Cruiser
Short Name := Cruiser
Description :=
Code := CR
Primary Bitmap Name := Cruiser
Alternate Bitmap Name := Cruiser
Vehicle Type := Ship
Tonnage := 500
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 0
Engines Per Move := 1
Number of Tech Req := 1
Tech Area Req 1 := Ship Construction
Tech Level Req 1 := 5
Tech Area Req 2 := Industry
Tech Level Req 2 := 6
Tech Area Req 3 := Construction
Tech Level Req 3 := 6
Tech Area Req 4 := Space Yards
Tech Level Req 4 := 2
Number of Abilities := 0

More to come. And Updates will be posted here.

Captain Kwok July 14th, 2002 06:18 AM

Re: Tech-Grid-Mod
 
I am assuming by Tech-Grid-Mod, you mean that items will require various levels in a variety of tech areas rather than one or two as is normal with SE:IV? At least it looks that way from your example.

Fyron July 14th, 2002 10:35 AM

Re: Tech-Grid-Mod
 
I would assume that since that's what he's been talking about making for weeks in the IRC channel, that is what he means. http://forum.shrapnelgames.com/images/icons/icon12.gif

dumbluck July 14th, 2002 12:29 PM

Re: Tech-Grid-Mod
 
Quote:

Originally posted by tesco samoa:
Hello Everyone. The Official Tech-Grid-Mod thread.

Mac and myself have begun the work on this mod.

It is as it sounds. A tech grid mod http://forum.shrapnelgames.com/images/icons/tongue.gif

Here is an example of how a item will look like in the upcoming pbw mod.

Name := Cruiser
Short Name := Cruiser
Description :=
Code := CR
Primary Bitmap Name := Cruiser
Alternate Bitmap Name := Cruiser
Vehicle Type := Ship
Tonnage := 500
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 0
Engines Per Move := 1
Number of Tech Req := 1
Tech Area Req 1 := Ship Construction
Tech Level Req 1 := 5
Tech Area Req 2 := Industry
Tech Level Req 2 := 6
Tech Area Req 3 := Construction
Tech Level Req 3 := 6
Tech Area Req 4 := Space Yards
Tech Level Req 4 := 2
Number of Abilities := 0

More to come. And Updates will be posted here.

<font size="2" face="Verdana, Helvetica, sans-serif">Umm, not to be picky, but:
Number of Tech Req := 1

should be:
Number of Tech Req := 4

I think, anyway....

I had been toying with this idea myself for a while now. I would be willing to help out a little, if you like. I don't have much time to give, and no experience. But every little bit helps, right? http://forum.shrapnelgames.com/image...s/rolleyes.gif

[ July 14, 2002, 11:30: Message edited by: dumbluck ]

Fyron July 14th, 2002 12:30 PM

Re: Tech-Grid-Mod
 
It should be that, yes. But Tesco has some hidden plan that we don't know of yet. http://forum.shrapnelgames.com/images/icons/icon7.gif

dumbluck July 14th, 2002 12:32 PM

Re: Tech-Grid-Mod
 
Wow, IF! between the time I hit post reply, edit, type a couple more lines, and post reply again, you've already replied to my initial post!!!

tesco samoa July 14th, 2002 08:27 PM

Re: Tech-Grid-Mod
 
that was a typo. But just an example of what it will be like. I have not really got around to deigning the ships yet.

I have started with Industry 1 which gives you your basic mining, research and space yard. And I am currently expanding from that direction and doing a family at a time.

Mac will be helping.

Dumb luck that would be good if you want to help out.
I don't know what yet because the concept is just in the initial stages.

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 ).

That is where I will need the help.

The overall concept of this mod is to place more emphasis on the theory of the research areas and an expected outcome. And to make the game's tech tree get to a point where it will become almost impossible to research everything.

THe other concept of this mod is to create a game where research stragety is linear for a short period of time. Then as the braches open up, short medium and long term goals must be measured against current events and situation.

This mod will not be designed for short and dirty games. But for long epic games.

Hope that helps.

[ July 14, 2002, 19:29: Message edited by: tesco samoa ]

Phoenix-D July 14th, 2002 09:16 PM

Re: Tech-Grid-Mod
 
I can say right now that what you're planning is going to have a lot of grunt work; be careful with the initial values because going back later means changing 50+ entries (and that was just for a 2 tech area missile!)

Good luck!

Phoenix-D

Baron Munchausen July 15th, 2002 01:05 AM

Re: Tech-Grid-Mod
 
I'm curious if you will be able to keep track of the real research cost of various techs as you add all these 'extra' requirements. Sure, it's fun to make up a bunch of extra sciences that have to be researched to get things, but when you have to actually play the game with all these complictaed requirements will it still be playable? I'll be interested to hear how it works out...

[ July 15, 2002, 00:10: Message edited by: Baron Munchausen ]

tesco samoa July 15th, 2002 04:10 AM

Re: Tech-Grid-Mod
 
most of the sciences are there aready.

It will get hard with the weapons.

But with everything else it should be ok.

Those new mod helper programs make everything alittle easier.

But I will post here.

ANd talk about it on #se4.

Dumbluck your in for the whole thing if you want.

Send me a private message with your email.

and I will contact you.

3 people will be very good for the development of the mod.

Especially for voting on issues. and watching the cost vs production ratio's

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!

tesco samoa April 18th, 2003 07:12 AM

Re: Tech-Grid-Mod
 
well judging by my track record on mods... hey 3 are released... it should be 3 weeks plus the summer.... maybe the fall and def'n the winter...

Fyron April 18th, 2003 07:53 AM

Re: Tech-Grid-Mod
 
3 weeks or else... http://forum.shrapnelgames.com/images/icons/icon6.gif

QuarianRex April 18th, 2003 10:03 PM

Re: Tech-Grid-Mod
 
Back to what jimbob was saying, would it be an idea to mention in the tech description what other techs are required for the desired results?

For Example (from the sample you gave),

Name := Ship Construction
Description := The construction of starships and their support components. Requires research into Industry, Construction, and Space Yards for maximum results.

While the requirements may seem intuitive you must remember that we are used to the SE4 tech tree and that is the basis for our intuition (as far as this game goes). I just think that something like this could save some brain cells at three in the morning, especially for a mod like this.

tesco samoa April 18th, 2003 11:35 PM

Re: Tech-Grid-Mod
 
good point.
I think i will add that..

narf poit chez BOOM April 27th, 2003 08:50 AM

Re: Tech-Grid-Mod
 
side point: i have been thinking and doodling a bit with a tech-grid mod idea myself. just so everyone knows that if i actually make one, i'm not being a cheap copycat. and if i do make one, it won't be a cheap copy. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron April 27th, 2003 11:37 AM

Re: Tech-Grid-Mod
 
Tesco, you have no excuse not to finish the mod now. Get SJ's Tech Grid Modder, and you can do lots of modding in no time flat. http://forum.shrapnelgames.com/images/icons/icon10.gif

tesco samoa April 27th, 2003 05:37 PM

Re: Tech-Grid-Mod
 
ha ha... yea.... Later today i will post a sneak of the common facilities for everyone.

Later in the week I will post a sneak of the common components for everyone...

tesco samoa April 27th, 2003 11:45 PM

Re: Tech-Grid-Mod
 
Here is the common facilities EDIT:Put an old file here before

1051536077.txt

Remember this does not include all advanced race components.

This is Version 1 of common facilities.

If you have any suggestions/comments please post here

[ April 28, 2003, 14:21: Message edited by: tesco samoa ]

JLS April 28th, 2003 12:01 AM

Re: Tech-Grid-Mod
 
Looks great Tesco.
If you want a beta tester, I'm in.

tesco samoa April 28th, 2003 01:03 AM

Re: Tech-Grid-Mod
 
That will be starting in a few weeks when I am done.

Your in.

I will also be inviting the sweet crowd along and some other pbw regulars along to play test it.

JLS April 28th, 2003 01:24 AM

Re: Tech-Grid-Mod
 
Thanks

tesco samoa April 28th, 2003 02:52 AM

Re: Tech-Grid-Mod
 
JLS perhaps when it is complete you could design the basic ai files for the mod... http://forum.shrapnelgames.com/images/icons/icon7.gif

tesco samoa April 29th, 2003 12:16 AM

Re: Tech-Grid-Mod
 
try the file now... had an old common components file on the link

JLS April 29th, 2003 01:38 AM

Re: Tech-Grid-Mod
 
Quote:

Originally posted by tesco samoa:
JLS perhaps when it is complete you could design the basic ai files for the mod... http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="Verdana, Helvetica, sans-serif">I would like that opportunity, thanks.

I should be done with the remaining se4 races as well as porting Atrocities Star Trek Races to AIC in a few weeks.
http://forum.shrapnelgames.com/images/icons/icon7.gif

[ April 28, 2003, 12:54: Message edited by: JLS ]

tesco samoa April 29th, 2003 01:45 AM

Re: Tech-Grid-Mod
 
Puke it is now located under the arrrrgghhh

hmm maybe not

http://forum.shrapnelgames.com/newup...1051536077.txt

[ April 29, 2003, 00:52: Message edited by: tesco samoa ]

Fyron May 1st, 2003 06:13 AM

Re: Tech-Grid-Mod
 
Typoes:

Resource Converters:
Generates 300 Phasaed Shields per turn

The abiltiy desc. of Massive Planetary Shield Generator IV & V list the wrong shield values.

Climate Control Facility ability descriptions are wrong.

-=-

Also, you should move Atmospheric Modification Plants to the end, so that they are not in the middle of the value improvement plants. More of a stylistic comment than a typo. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ May 01, 2003, 05:16: Message edited by: Imperator Fyron ]

tesco samoa May 1st, 2003 06:16 PM

Re: Tech-Grid-Mod
 
thank you... i will correct those

tesco samoa May 15th, 2003 06:03 AM

Re: Tech-Grid-Mod
 
Common Componenets are almost complete.... Guess I will be missing the 3weeks http://forum.shrapnelgames.com/images/icons/icon10.gif

Fyron is going to be upset http://forum.shrapnelgames.com/images/icons/icon12.gif

Anyways...

I will get that up this weekend I hope.

This file will not include weapons.

That will be the next part of the common components.

tesco samoa May 15th, 2003 06:16 AM

Re: Tech-Grid-Mod
 
Any other feedback on the Facilities ??????

Please send it this way....

Hotfoot May 15th, 2003 06:30 AM

Re: Tech-Grid-Mod
 
Sorry if this is ground you've already covered, but with regards to facilities, would it be possible to, say, make the monolith facilities "upgraded" Versions of the regular mining facilities? Additionally, the same effect with the Temporal Shipyard from normal shipyards would be very nice. As of right now, it's highly annoying and time-consuming to make use of either of those facilites, making them virtually worthless (especially Monolith facilities).

Fyron May 15th, 2003 08:19 AM

Re: Tech-Grid-Mod
 
Yes, it is possible to mod that, but it defeats part of the balance.

Monoliths and Temporal SYs are actually many, many times better than normal facilities, even with the inconvenience of having to scrap them and the higher build cost.

Hotfoot May 15th, 2003 08:27 AM

Re: Tech-Grid-Mod
 
I'm not suggesting that it take any less time to install them, but it's freaking annoying to have to go through each planet, stripping out the facilities one at a time to make room for the new ones.

I would imagine that you could easily raise the cost of the facilities such that upgrading them would take just as long in the game as it would ordinarily. The only difference is that you don't have to go and individually scrap and replace each and every facility when you want to upgrade, you can just hit the "upgrade facilities" button when you get the new tech.

Would take just as long as the other way in terms of turns and resources, but it would be much less of a headache in terms of all the micromanagement. We're talking about the difference between dozens, hundreds, and potentially even thousands of clicks, and hours spent doing boring, tedious clicking, versus one simple, easy click.

Is that so wrong?

[ May 15, 2003, 07:28: Message edited by: Hotfoot ]

Phoenix-D May 15th, 2003 08:41 AM

Re: Tech-Grid-Mod
 
Well, for one it removes the possibility of upgrading to, say, Mineral Miner III from I if you have Monolith tech. And if the planet is 100/0/10, you don't really -want- a monolith.

Fyron May 15th, 2003 08:53 AM

Re: Tech-Grid-Mod
 
A planet with no SY gets no racial SY bonuses (and some other SY bonuses) on it, so yes, it would be wrong making Temporal SYs be upgradeable from normal SYs, as the extra time becomes greatly diluted.

And upgrading everything to monoliths is indeed a very bad idea.

Hotfoot May 15th, 2003 09:22 AM

Re: Tech-Grid-Mod
 
Quote:

Originally posted by Phoenix-D:
Well, for one it removes the possibility of upgrading to, say, Mineral Miner III from I if you have Monolith tech. And if the planet is 100/0/10, you don't really -want- a monolith.
<font size="2" face="Verdana, Helvetica, sans-serif">Ah, but you see, that's the beauty of it with the tech-grid mod. You could easily make monolith facilities unavailable for a specific mining facility until after reaching level 3 in that facility.

Allow me to explain further:
Rather than having just one monolith facility per tech level, you have four. One is the regular facility, the other three are the "upgrade" Versions for mineral, organic, and radioactive miners. Having normal monoliths means that you build them as per normal, but once you get level 3 resource production, you can begin upgrading to the appropriate monolith facilities (starting with level 1, of course).

Quote:

Originally posted by Imperator Fyron:
A planet with no SY gets no racial SY bonuses (and some other SY bonuses) on it, so yes, it would be wrong making Temporal SYs be upgradeable from normal SYs, as the extra time becomes greatly diluted.
<font size="2" face="Verdana, Helvetica, sans-serif">*shrugs* This is true, but I think it is only a minor point. If you increase the cost enough, even racial SY bonuses will only be moderately effective.

EDIT: Besides which, if you're worried about racial bonuses applying to shipyard construction, why not consider advanced storage techniques as being potentially unbalancing in this regard, since a higher population will allow the temporal shipyard to build faster with or without a shipyard already in place. You could alter this number further through other racial traits as well, such as reproduction, environmental resistance, even happiness.

Quote:

And upgrading everything to monoliths is indeed a very bad idea.
<font size="2" face="Verdana, Helvetica, sans-serif">Personally, I think it's a bad idea to be forced to spend hours doing something which should take mere seconds. The way I have described above would seem to work without becoming overpowered.

[ May 15, 2003, 08:28: Message edited by: Hotfoot ]

Fyron May 15th, 2003 09:40 AM

Re: Tech-Grid-Mod
 
Quote:

*shrugs* This is true, but I think it is only a minor point. If you increase the cost enough, even racial SY bonuses will only be moderately effective.
<font size="2" face="Verdana, Helvetica, sans-serif">No, the more expensive you make it, the more of an effect racial SY bonuses have (ie: they more expensive it is, the more time you get to save with a bonus).

Quote:

Personally, I think it's a bad idea to be forced to spend hours doing something which should take mere seconds. The way I have described above would seem to work without becoming overpowered.
<font size="2" face="Verdana, Helvetica, sans-serif">There are many, many instances in which one would not want to upgrade a facility to a monolith, because it would do no good, and waste a huge amount of resources. 100/0/10 value planets DO NOT need monoliths on them, and it would infact be a very bad idea to build them on such planets (as would upgrading to them).

narf poit chez BOOM May 15th, 2003 09:43 AM

Re: Tech-Grid-Mod
 
value improvement plants. i put them everywhere. well, one planet at a time at first.

Fyron May 15th, 2003 09:55 AM

Re: Tech-Grid-Mod
 
Value improvement plants take a while to have a large effect, and it is still a bad idea to upgrade to monoliths on those planets until much improvement has been done. You will lose a lot of production in the mean time if you switch to monoliths on 100/0/10 planets.

narf poit chez BOOM May 15th, 2003 10:17 AM

Re: Tech-Grid-Mod
 
but...but...i want to maximize!

tesco samoa May 16th, 2003 01:29 AM

Re: Tech-Grid-Mod
 
Hotfoot.

There is currently 9 levels of production for each resource.

And 3 levels of monoliths.

The monoliths are not as powerful as they are in the stock game, and almost get outproduced on a 3 to 1 scale for minerals and 2 to 1 for organics and rad's

I like your idea.

check out the facilities file further on down... and see if you think it could work in this mod.

Right now there is 10 familes that can gather resources for the common facilities.

Perhaps your idea could be worked into an advanced trait, for the resources. For the Ship yards I will have to think about that one.

Yep I think it could ( he says to himself )


All times are GMT -4. The time now is 01:34 PM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.