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Old October 16th, 2003, 03:54 AM
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Default Narf\'s Mod: Almost done shredding the Facility.txt. Basic stuff only.

*disclaimer: no garauntee i will finish it. i'll try.*

yep. i call it the TechPaths mod. why? because how you play depends entirely on what research path you choose. research into infrastructure at the expence of defence and defend against your enemies with hordes of cheap, low-tech ships. or vice-versa - research into defence at the expense of infrastructure and defend against your enemies with ships that can defeat them outnumbered 2-1. research long range missile's, short range missile's, lots of construction research and build up units faster than your enemy can destroy them.

how am i going to do this? each tech tree will be specific and return specific components. and most will have 20 levels.

since i didn't think to make a poll, quick question: 5%/10% or 20% advancement?

[ January 30, 2004, 05:33: Message edited by: narf poit chez BOOM ]
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Old October 16th, 2003, 12:43 PM
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Default Re: Narf\'s Mod: Almost done shredding the Facility.txt. Basic stuff only.

A very interesting concept - let me know if you end up dropping it, I may pick it up and finish it.

Here is one idea as to how this might work. Say you want to encourage specialization between shields or armor. You could set the initial tech investment for level 1 at a very high cost, and then have the following levels at a much cheaper rate. This would simulate the sweat work involved in "getting the basics", after which improvements come much easier.

In game terms, you would have to spend 2-3 times as many tech points to get level 1 in both armor and shields, than you would have to spend to get to level 10 in either shields or armor alone.

What do you think?
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Old October 17th, 2003, 01:04 AM
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Default Re: Narf\'s Mod: Almost done shredding the Facility.txt. Basic stuff only.

Cheese Mod?
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Old October 16th, 2003, 05:41 PM
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Default Re: Narf\'s Mod: Almost done shredding the Facility.txt. Basic stuff only.

Quote:
Originally posted by General Woundwort:
What do you think?
Interesting idea... would require making the first level a separate tech area, since you can't adjust the individual tech level costs (the formulas are hardcoded)... fits in very well with the theme of the mod!

A suggestion I have is to remove most or all of the racial techs and graft them onto the main tech tree. It shouldn't be impossible for someone who didn't have temporal technology since the beginning of time (ha ha ) to acquire it - look at the race history of the Xiati, they just stumbled upon it by chance!
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Old October 16th, 2003, 08:16 PM
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Default Re: Narf\'s Mod: Almost done shredding the Facility.txt. Basic stuff only.

was already going to eleminate racials and have all tech researchable.

that high-initial cost thing sounds interesting. what i'm planning now is to make it so that even if you specialize in tech, your going to have to limit your research options. how well do you think they'd combine? can i get some responces on my informal poll? and what's the largest component size?

whatever the tech advancement is, the research tech is going to have to return a fraction of that. mabye 2/3?

i think i came up with a new happiness type for my mod: hapiness type - resulute: all negative effects serve only to increase your moral as your people are ready to face anything. however, little effect is felt from positive effects.

whadya think? would be good for an empire on the ropes.

think i should make an actual poll for tech advancement?

[ October 16, 2003, 19:50: Message edited by: narf poit chez BOOM ]
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Old October 16th, 2003, 10:26 PM
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Default Re: Narf\'s Mod: Almost done shredding the Facility.txt. Basic stuff only.

Your question on tech advancement made no sense as posted (to me, anyways). Perhaps if you clarify it, people can answer it.
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