Re: A Mod idea to resolve disparity of unique race tech
That is all moddable, but hasn't been actually done to my knowlege.
I included weakened Versions of the Ruins-tech Planetary shield generators in P&N, but not racial techs.
(To me, Racial techs are hardwired into a race's biology or society) What good is a TK projector if you have no crew with telekinesis to use it?
What good is a temple that nobody visits or believes in?
Now,
For the first way, just copy all the components, and copy the tech areas, renaming them and weakening them if you like.
Simple grunt work.
For the other one, take note of the following:
Start with three techs; A, B and C
Tech A is a racial tech, B and C are not.
Tech B requires some level (eg. 2) of Tech A.
Tech C requires some level (eg. 2) of Tech B.
Consider a race without the racial tech trait.
- Tech A can never be researched or stolen.
- Tech B can never be researched, but CAN be stolen.
- Tech C CAN be stolen, and CAN be researched once level 2 of Tech B has been stolen.
[ July 16, 2003, 22:25: Message edited by: Suicide Junkie ]
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