![]() |
Odd Racial/Unique Tech Reqs
I've made some components that require a technology that is not itself racial or unique, but that requires a racial or a unique technology to be researched. When I play a high tech start game, I do not have the technologies available, but I can build the components. They are not available on a low tech start. For example, I have created a Version of Organic Armor that can be developed and used by a non-organic race if they capture a ship with normal OA. I added a new technology called Organic Armor, which is not racial. But, it's req, Organic Engineering, is. When playing on a high-tech start, I have the "stolen" Version of Organic Armor available to be built on a ship, but I do not have the Organic Armor technology. I am confused by this.
|
Re: Odd Racial/Unique Tech Reqs
I believe that when you pick "high start" it automatically gives you *every* tech you could possibly research. Even if you don't have the prerequisits for it.
I suggest playing a mid-tech start but modding the rest of the tech levels to give you full access to the rest of the technology from that starting place. |
Re: Odd Racial/Unique Tech Reqs
High-tech starts aren't much fun anyways. http://forum.shrapnelgames.com/images/icons/icon7.gif
Quote:
|
Re: Odd Racial/Unique Tech Reqs
Edit the techareas.txt and change "RaiseLevel" to "Max Level" for everything except for the tech areas which you don't want to start off with.
Then start with a mid-tech game. That should sort it. Sorry for the confusing reply http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Odd Racial/Unique Tech Reqs
I don't want to start with them, or play a high-tech start game. I was just testing other high-tech components. http://forum.shrapnelgames.com/images/icons/icon7.gif
|
Re: Odd Racial/Unique Tech Reqs
I would say this, a high tech start certainly is a completely different game.... Having finished very few games of SEIV, I haven't seen most of the finished techs anyway. I've got no idea what to do with them all!
|
Re: Odd Racial/Unique Tech Reqs
OK: OA requires "organic armor" which requires "Organic technology" (Racial).
In a high tech game, you get "organic armor" but it dosen't show up... but where? It won't show up in your research window, since it is a Type B, and you cannot research this tech area. It should appear as an option for trade, and it should appear in your help, available components, political report, and everywhere else. If you were to make it a Type C tech, then it would show up in your research window. Note: Type A = Racial Type B = non racial, racial prereq Type C = not racial, non racial prereq, pre-prerequisites do not matter. |
Re: Odd Racial/Unique Tech Reqs
hey, thats a good idea. i have often wished racial techs could be captured or shared, and i think other people have too.
|
Re: Odd Racial/Unique Tech Reqs
SJ, Organic Armor doesn't show up in the research window, but the components are available to be built.
|
Re: Odd Racial/Unique Tech Reqs
Quote:
Type Bs can't be researched, only stolen. Therefore they do not show up in the research window. If you want it to show in the research window, change it to a type C. EG: Racial -> Normal -> Normal -> O.A component. |
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.
|
All times are GMT -4. The time now is 10:34 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.