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-   -   Colony Tech Mod v1.0.0 (http://forum.shrapnelgames.com/showthread.php?t=9253)

Ed Kolis April 24th, 2003 12:41 AM

Colony Tech Mod v1.0.0
 
Whee, I finally release a mod that is vaguely usable! http://forum.shrapnelgames.com/images/icons/icon10.gif Thought of the idea on the way home from school, so here's the...

COLONY TECH MOD v1.0.0

This mod is designed to curb the cheesy "colony tech trading" that occurs so often in PBW games. It makes colony techs racial-trait-based so a Rock race cannot trade its colony tech with an Ice or Gas race, etc. Note that researched colony techs can still be traded between races with the same planet types - two Rock races can exchange ice or gas tech, for instance. In addition, the colony components for colony techs that are not of one's native planet type are twice as large and expensive, and a 500 kT Ark Ship has been added to hold these colony components (Ship Construction L3).
As of yet, there is no AI for this mod, though it would not be difficult to modify any race AI to use this mod, all that would be required would be changing the research and general files so the AI picks the appropriate racial trait and researches the appropriate tech for its home planet type.

Fyron April 24th, 2003 12:42 AM

Re: Colony Tech Mod v1.0.0
 
Hmm... that is a cool idea! Mind if I borrow it for Adamant Mod? http://forum.shrapnelgames.com/images/icons/icon7.gif

Cyrien April 24th, 2003 01:00 AM

Re: Colony Tech Mod v1.0.0
 
Damn it! I was already doing that in my top secret super complex mod...

Oh well. There is always the other stuff...

Fyron April 24th, 2003 01:46 AM

Re: Colony Tech Mod v1.0.0
 
You do realize that you only need Settings.txt and the modded data files now, right? You do not need all the data files that have no changes in them for the mod to run under 1.84. http://forum.shrapnelgames.com/images/icons/icon7.gif

Phoenix-D April 24th, 2003 02:07 AM

Re: Colony Tech Mod v1.0.0
 
What's to stop a race with base Ice type from picking the Rock racial type? (other than the Boo! Hiss! from other players. http://forum.shrapnelgames.com/images/icons/icon12.gif )

Phoenix-D

Fyron April 24th, 2003 02:08 AM

Re: Colony Tech Mod v1.0.0
 
Honor mostly. They don't get to have more colony techs to start with, but they could still be a cheesey player and be able to get the other colony tech types.

Suicide Junkie April 24th, 2003 03:31 AM

Re: Colony Tech Mod v1.0.0
 
Quote:

What's to stop a race with base Ice type from picking the Rock racial type? (other than the Boo! Hiss! from other players. )
<font size="2" face="Verdana, Helvetica, sans-serif">THe mod could be altered so that the colony tech the player is SUPPOSED to start with costs a billion research points to research.

That way, if someone tries to cheat, they'll be hosed and permanently lose the ability to colonize the planets of the racial trait they chose.

Ed Kolis April 24th, 2003 04:21 AM

Re: Colony Tech Mod v1.0.0
 
Hmm, I still got errors after moving settings.txt in, so I moved the rest of the files in... must have been something else then...

Sure, go ahead and use this idea in Adamant, P&N, Proportions, or whatever your personal mod is! Always glad to help! http://forum.shrapnelgames.com/images/icons/icon12.gif

CNCRaymond April 24th, 2003 06:30 AM

Re: Colony Tech Mod v1.0.0
 
Do you mind if I borrow this as well?

Phoenix-D April 24th, 2003 06:49 AM

Re: Colony Tech Mod v1.0.0
 
"THe mod could be altered so that the colony tech the player is SUPPOSED to start with costs a billion research points to research."

Sneaky. I like it. http://forum.shrapnelgames.com/images/icons/icon7.gif

Phoenix-D

dogscoff April 24th, 2003 08:55 AM

Re: Colony Tech Mod v1.0.0
 
WOuld it be possible to split the colonisation tech trees so that the actual tech is sitting at the top of ten or twenty empty levels? That way you'd have to analyse 10 or 20 colonisers in order to get the tech. I think it would also stop trading techs with the AI pretty effectively, although it wouldn't deter humans.

narf poit chez BOOM April 24th, 2003 09:15 AM

Re: Colony Tech Mod v1.0.0
 
if he's talking about three sets of 3 colonization techs, one for each racial planet type, that should stop trading effectively. or if you were talking about 'taking an extra', ignore me.

[ April 24, 2003, 08:31: Message edited by: narf poit chez BOOM ]

General Woundwort June 5th, 2003 04:14 PM

Re: Colony Tech Mod v1.0.0
 
Ed,

I want to incorporate your colony mod into a mod I'm hammering out right now. You will, of course, get credit in the readme. S'okay by you?

Phoenix-D June 7th, 2003 12:31 AM

Re: Colony Tech Mod v1.0.0
 
I've found an odd bug in the way the colony types are assigned.

Pick a Rock homeworld and Ice colonization. You get..just rock colonies. No problem!

Do the same with rock/gas or ice/rock or ice/gas. Same. But pick "gas natives" and rock or ice homeworld and you get a bonus colonization tech!

Fyron June 7th, 2003 12:40 AM

Re: Colony Tech Mod v1.0.0
 
Quote:

Originally posted by Ed Kolis:
Sure, go ahead and use this idea in Adamant, P&N, Proportions, or whatever your personal mod is! Always glad to help! http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Ed posted this a bit back. So, it answers some requests that have been made. http://forum.shrapnelgames.com/images/icons/icon12.gif

dumbluck June 7th, 2003 05:20 AM

Re: Colony Tech Mod v1.0.0
 
Very cool.

tesco samoa July 6th, 2003 04:19 PM

Re: Colony Tech Mod v1.0.0
 
Ed. I have taken this one step further.

Unique Trait for each players starting position.

Added to all components...

Now nothing can be analyzed.

Only used.

Fyron July 6th, 2003 09:53 PM

Re: Colony Tech Mod v1.0.0
 
That is insane. http://forum.shrapnelgames.com/images/icons/icon12.gif Are you going to post it?

tesco samoa July 6th, 2003 10:47 PM

Re: Colony Tech Mod v1.0.0
 
yep part of the sweet mod series... quite easy to do....

tesco samoa July 6th, 2003 10:48 PM

Re: Colony Tech Mod v1.0.0
 
ok i did the componets and ships/ units...

anything else ???

Fyron July 6th, 2003 11:03 PM

Re: Colony Tech Mod v1.0.0
 
You can not analyze facilities, but you may need to have duplicates of them so that people can still research them without having to share the same tech areas.

tesco samoa July 7th, 2003 01:40 AM

Re: Colony Tech Mod v1.0.0
 
well i will soon find out...

tesco samoa July 7th, 2003 05:46 AM

Re: Colony Tech Mod v1.0.0
 
ummm i tried it ... did not work

Please post an example of how it should work... Just use 1 component and one escort...

p.s.

its about 10 megs for the components and vechicle txt files...

Ed Kolis July 7th, 2003 05:50 AM

Re: Colony Tech Mod v1.0.0
 
why couldn't there just be a "players cannot analyze ships for tech" button in the game setup window? http://forum.shrapnelgames.com/images/icons/tongue.gif

tesco samoa July 7th, 2003 04:45 PM

Re: Colony Tech Mod v1.0.0
 
any takers ???


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