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-   -   Required Tech notices (http://forum.shrapnelgames.com/showthread.php?t=7837)

dumbluck November 17th, 2002 01:38 PM

Required Tech notices
 
Hypothetical situation: You have modded Component A to require both Tech A and Tech B. While playing your mod, you have researched neither tech A or tech B. When you right click on Tech A in the research queue, it says "results: none."

Now wouldn't it be cool if it instead said: "Further gains in this research area first require research in Tech B."? I do. Question is, would this be hard to code?

rdouglass November 17th, 2002 08:18 PM

Re: Required Tech notices
 
I suspect that would be a question for MM.

However as OT, I wish there were more None's in the research tree. One of the things that originally drew (drawed, drawn, ?) me to the SE games was learning the tech tree. I can remember the first time I finally figured out that to get WMG's you had to research another tree to a certain level....Ahh, the good ole' days... http://forum.shrapnelgames.com/images/icons/icon10.gif I purposely didn't look for tech tree maps and such 'cause finding the stuff was half the fun.

My whole point is that it would (IMO) be cool if there were random tech tree crossing. Probably be a bear to program (with the techs being so moddable), but cool nevertheless...

dumbluck November 18th, 2002 12:18 PM

Re: Required Tech notices
 
< shameless plug warning>

The Art of War mod should eventually have LOTS of multi-tech requirements... Keep your eyes open.


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