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-   -   Unique racial tech trees not individual techs (http://forum.shrapnelgames.com/showthread.php?t=2310)

Lastseer March 9th, 2001 12:33 AM

Unique racial tech trees not individual techs
 
First get rid of the normal tech tree.

Then create a number of unique races (3-6???) each which has exclusive access to its own unique racial tech. This starting tech (start with it at base level) would be a requirement for its own individual tech tree.

One race may get armor with "raceA chemistry 1" and have access to shields at "raceA physics 3". While another race may not have armor in its tech tree and get shields at "raceB physics 1". Maybe for raceC the tech tree dependencies are untouched by the weapons techs cost 3x normal and the mining/farming/refining/planetary techs cost 1/2x.

The tech file would get huge because you would need a separate entry for every race for any given tech. (E.g. RaceA physics, RaceB physics, ...)

Then you could decide to make techs tradeable or not. What you do is only tag the starting base tech with the unique racial tech identified. Then don't tag all the level 1 techs with the racial identifier but make them all require the base tech. Now other races can research them, but only after they steal, trade or analyze the base level of that tech line from that race.

Windborne March 9th, 2001 12:46 AM

Re: Unique racial tech trees not individual techs
 
I think the current system is better, it gives everyone an equal starting point, and lets us have special racial technologies like temporal or psychic. However I will say that the developers haven't done a good follow-up on the initial promise of the system. There should be way more individual tech trees by now. Modders have made a few, I've heard rumors of an energy tech tree, a quantum mechanics tech tree, and even a mystic tech tree. But I'm waiting for the game publishers to start work on some official trees, and AI's to use them effectively!

Lastseer March 9th, 2001 12:52 AM

Re: Unique racial tech trees not individual techs
 
Acutally I think the current system is better too. I just wouldn't mind playing a mod once in a while where every space-civ has its own tech tree with individual costs and restrictions.

For example Klingons that can research destroyers and cruisers cheaply as well as cloaking, but don't get starbases.
Federation that can't get cloaking and researches the larger ship hulls earlier.
Borg as the only race that gets phased shields past level 1 and PPB. The other races must decided between low phased shields or high non-phased.


Marty Ward March 9th, 2001 01:50 AM

Re: Unique racial tech trees not individual techs
 
I think it is a great idea. Not only could you have separate techs but separate buildings as well. What this would give you is a dynamic that is missing, unbalance. Right now everyone can get the same stuff, except the special traits and their is not tremendously different than the standard stuff.
What IF your race could research shield 10 but couldn't develop a weapon to save it's butt. What if your race started out with a lot of techs but had terrible research ability.
There would be a great incentive to keep alliances and trade, espescially if trade or giving techs was limited to having a high treaty.
Unfortunately it probably would be a major pain in the butt to set up and test. There may also be a limit in the program for this.
Great idea though!

DaveMan March 9th, 2001 02:12 AM

Re: Unique racial tech trees not individual techs
 
Maybe it wouldn't be such a pain if we'd work as a team, for example, a few people would work on racial traits, someone else could work on graphics, someone work on puting them together, etc.

We could make a Modding team this way. http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif

Just a though of mine...

------------------
David, Emperor of the Konyan Empire

[This message has been edited by DaveMan (edited 09 March 2001).]

Marty Ward March 9th, 2001 02:20 AM

Re: Unique racial tech trees not individual techs
 
That would probably be a sensable way. Do you know if there is a limit on how many techs, traits and facilities are allowed by the game?

DaveMan March 9th, 2001 02:50 AM

Re: Unique racial tech trees not individual techs
 
Here's a start!
I've deleted ALL the regular tech/components/facilities, except I used data files from my MOD (you know, the nano-tech one, and no not the originals) and left the nano-tech, now I'll need to add the bridge, life support, crew quarters etc. to these special techs. , then we (or I, if nobody is willing to help) would just need to add more special techs for other races.

And Marty, don't know about the limit, I think you should e-mail Malfador about that one.

------------------
David, Emperor of the Konyan Empire

Windborne March 9th, 2001 03:17 PM

Re: Unique racial tech trees not individual techs
 
Actually everyone starting out equal is best in my oppinion, we just need a LOT of special tech trees, and they shouldn't all cost 1500 points to get either. That would mean the entire tech tree was just a jumping off point into the real game. lol

mottlee March 9th, 2001 03:43 PM

Re: Unique racial tech trees not individual techs
 
I like the Idea too, tho I'm no programer the Idea of all with Different tech trees is cool tho IF you have a race give up to you you should get some of there Tech tree too

(just my $.02)
Mott

klausD March 9th, 2001 04:43 PM

Re: Unique racial tech trees not individual techs
 
AFAIK SE4 was orignially intended to have different tech trees and I think this feature is really great.

But what is about the playing balance of these tech trees. How to solve?
We could give each existing tech and its levels a specific point value. Each race has the possibility to "purchase" its techs in the technology walmart up to a certain allowed number and then create its own race tech tree.
New technolgies from modders have to be evaluated too before they are officially allowed to purchase.

bye
Klaus


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