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Question about Racial techs
I know racial tech areas cannot be captured. What I was wondering was if you removed the flag, would it be captureable even if it needed a racial tech area before it?
What I mean is this. Say you have a tech tree like this: Crystalline Technology (racial area 4) Crystalline Weapons (NO racial area) And made a ship using Crystalline Weapons, would you be able to capture, analyze, and research it? But not Crystalline Technology? The idea is to have specific techs able to be captured and duplicated, but not others. Phoenix-D |
Re: Question about Racial techs
Not sure... but I think that should work out that the unflagged techs are transferrable. But it's just an educated guess.
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Re: Question about Racial techs
You could probably remove any special tech from any trait but you would have to be able to research it. This would mean making any required tech available for everyone or moving the specific tech you want to another tech tree. Moving it might screw up any AI that use the special tech.
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Re: Question about Racial techs
Sorry.
You can't steal racial techs, even if they aren't directly under a racial tech. I've anaylsed phong ships and not been able to get shard cannons. You certainly can't research stuff you don't have the "tech that opens the tech area that the component is in" eg. I steal shield tech from some alien. I don't even have physics 1, but I get shield tech level 1. I cannot research shields, but I can still build ships with Shield Generator I's on them. |
Re: Question about Racial techs
But I think that's exactly what he wants... not to be able to research the racial techs, only to be able to build what he steals.
Just tried it in the game, I'm sorry to say that it does not work... [This message has been edited by Trachmyr (edited 23 April 2001).] |
Re: Question about Racial techs
Odd, because I just tried it myself and it did work.. (I'm smacking myself for not just doing this earlier http://www.shrapnelgames.com/ubb/images/icons/icon7.gif )
Setting crystalline tech and weapons to racial area zero meant I could analyze and produce the stuff I captured. Unfortunately, two problems crop up. Capturing an anazlying a ship w/ crystal armor and a Shard Cannon on it gave me EVERYTHING from those tech areas- i.e. I got the facilites too! Ick. I'm assuming it works like this for normal captures too? More importantly, setting HIGH for the starting tech level gave everyone that stuff to start with. Oh well, at least it's possible to do it.. should help some with my mod. Phoenix-D |
Re: Question about Racial techs
Well, it didn't work like that when I tested it! I set tech to high too... no one got the Organic Tech (where I changed racial tech to 0)... are you sure you didn't change crystalurgy too (or remove the prereq. of crystalurgy)? Well, I'll test it again to verify either your or my results (well atleast verify it to me http://www.shrapnelgames.com/ubb/images/icons/icon7.gif)
[This message has been edited by Trachmyr (edited 23 April 2001).] |
Re: Question about Racial techs
I set crystaline technology and weapons to racial area 0, leaving their prerequisite of Crystalurgy alone.
Phoenix-D |
Re: Question about Racial techs
If you want to prevent certain racial techs from being learned by other races, Do this:
Add another tech requirement, and make it the pre-requisite crystal tech (the one that is still a racial tech area) So, the Shard cannons would require only "crystal weapons" tech, and be stealable, but the facilities require the tech area that you can't steal (crystallurgy, i think), so you can't build them! |
Re: Question about Racial techs
That's what I'm going to do for my mod.
Applying it to the 'standard' set would be tricky.It would require some fiddling with the tech costs though, might torque the AI, and could make an imbalance- it lets you get just the tech areas you want without paying for the extra stuff. But if I try to eliminate that, and boost the costs, I hurt the player that DOES want them both.. Phoenix-D |
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