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September 3rd, 2002, 02:12 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Odd Racial/Unique Tech Reqs
I've made some components that require a technology that is not itself racial or unique, but that requires a racial or a unique technology to be researched. When I play a high tech start game, I do not have the technologies available, but I can build the components. They are not available on a low tech start. For example, I have created a Version of Organic Armor that can be developed and used by a non-organic race if they capture a ship with normal OA. I added a new technology called Organic Armor, which is not racial. But, it's req, Organic Engineering, is. When playing on a high-tech start, I have the "stolen" Version of Organic Armor available to be built on a ship, but I do not have the Organic Armor technology. I am confused by this.
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September 3rd, 2002, 02:58 AM
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Sergeant
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Join Date: Apr 2001
Location: London, UK
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Re: Odd Racial/Unique Tech Reqs
I believe that when you pick "high start" it automatically gives you *every* tech you could possibly research. Even if you don't have the prerequisits for it.
I suggest playing a mid-tech start but modding the rest of the tech levels to give you full access to the rest of the technology from that starting place.
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The Unofficial Space Empires 4 Mod Utility V2.26
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September 3rd, 2002, 03:19 AM
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Shrapnel Fanatic
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Re: Odd Racial/Unique Tech Reqs
High-tech starts aren't much fun anyways.
Quote:
I suggest playing a mid-tech start but modding the rest of the tech levels to give you full access to the rest of the technology from that starting place.
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Huh?
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September 4th, 2002, 02:59 AM
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Sergeant
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Join Date: Apr 2001
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Re: Odd Racial/Unique Tech Reqs
Edit the techareas.txt and change "RaiseLevel" to "Max Level" for everything except for the tech areas which you don't want to start off with.
Then start with a mid-tech game.
That should sort it.
Sorry for the confusing reply
__________________
The Unofficial Space Empires 4 Mod Utility V2.26
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Download as a .ZIP -( HERE)-
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September 4th, 2002, 05:31 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Odd Racial/Unique Tech Reqs
I don't want to start with them, or play a high-tech start game. I was just testing other high-tech components.
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September 4th, 2002, 06:54 PM
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Sergeant
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Join Date: Feb 2001
Location: Richmond, VA
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Re: Odd Racial/Unique Tech Reqs
I would say this, a high tech start certainly is a completely different game.... Having finished very few games of SEIV, I haven't seen most of the finished techs anyway. I've got no idea what to do with them all!
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