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  #1  
Old May 2nd, 2001, 09:01 AM

CaptSpoogy CaptSpoogy is offline
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Default Bring back SE III Player Tech Levels!

I was just thinking about what SE IV could use...

Remember in Space Empires III when you set up an Empire, you could specify what level of tech they had in any tech area? I really liked that.

I would like to see that feature implemented into Space Empires IV because I think it would add more to the game - especially the AI. Instead of everyone starting at the same tech level, you could give the AI a variety of advanced techs - while you fuddle around with research and such. For example, you could give the "Borg" maximum levels of tractor beams and shield depleters at the start of the game - that would make them all the more challenging.

Also, the tech levels would be saved in the .EMP files and you could even created specialized tech levels for different MODS.

What do you guys think?

I think it would be possible to add in one of the upcoming patches - Aaron already has most of the code from SE III, he would just have to modify it somewhat to be compatible with SE IV and create some new buttons, selections, and a window or two.

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Old May 2nd, 2001, 09:27 AM
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Default Re: Bring back SE III Player Tech Levels!

I agree. In fact, it was one of my game inprovement suggestion to Aaron in a previous thread. If you can get him on board with this, you'll be a hero in my book.

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Old May 2nd, 2001, 10:22 AM
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Default Re: Bring back SE III Player Tech Levels!

I coudn't agree more and it has been suggested several times before. But if we repeat it from time to time it might be included in a future patch.
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Old May 3rd, 2001, 01:59 AM

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Default Re: Bring back SE III Player Tech Levels!

Count my vote. I also miss that feature from SE3. I really like the idea of setting up AI opponents with different advanced traits - not necessarily racial traits, just advanced. Like what was mentioned for the Borg.

For instance, you could advance 1 AI's troops, another AI's fighters, anothers missle tech. Then you wouldn't really know what defensive position you should be focusing on untill you actually meet the AI. As it is, it just seems I'm always ahead of the AI tech whenever we meet except in very early contact.

Of course, many have already stated many more detailed examples and some have done a good job of this with mods, but it would be very nice to do this kind of thing 'on the fly'...
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Old May 2nd, 2001, 02:14 PM

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Default Re: Bring back SE III Player Tech Levels!

Not having starting tech levels is ok if you are just playing against the computer. You can mod whatever you want and not necessarily give yourself an advantage over the computer. However, the lack of starting tech levels is what is keeping my co-workers from buying the game and playing at work. The game is a lot more fun and challenging against human players because you just don't know what they are coming at you with.

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Old May 2nd, 2001, 02:21 PM
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Default Re: Bring back SE III Player Tech Levels!

This feature would be especially good if you could use it with the map editor - for example you could have an empire with their home system(s) behind a whole string of nebulae. Give them advanced propulsion and supply storage from the start and they would have an interesting defensive advantage.

Or how about an ancient race in the centre of a map with no warp points? All the human players start with diplomatic contact with the ancients, who have warp point creation tech. You have to persuade the ancients (one way or another) to open a warp point to your system so that you can explore beyond your home wihout researching stellar manip. Either that or steal the tech from them=-)

You could also use neutral empires a bit like the "ruins" planets - give a neutral some huge tech level or other so that other empires can race to assimilate them for the tech.

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