.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old May 16th, 2001, 01:21 AM

jc173 jc173 is offline
Sergeant
 
Join Date: Mar 2001
Posts: 249
Thanks: 0
Thanked 0 Times in 0 Posts
jc173 is on a distinguished road
Default Capturable Racial Techs

I just tried out a suggestion someone posted awhile back, and it seems to work out if someone else wants to try it out. I changed a few of the racial techs, crystalline, organic, and temporal so that the theoretical techs lead to a non racially unique 1 point intermediate tech which leads to the applied and weapons techs. Ie for cystalline: crystallurgy->crystalline intermediate->cyrstalline weapons/cyrstalline technology. I removed the racial flags from the applied and weapons techs also. Works out pretty well I can capture enemy techs but I cannot research them on my own or improve on them.

I know some people probably won't like this idea, but I think it's kinda useful to be able to reproduce and repair existing enemy ships that you've captured. I'm not sure if capturing say crystalline armor would allow you access to cyrstalline facilities or not. But If so that can probably be fixed by having the facilities use a second tech requirement that does have the racial flag set.
Reply With Quote
  #2  
Old May 16th, 2001, 01:51 AM

Marty Ward Marty Ward is offline
Second Lieutenant
 
Join Date: Jan 2001
Location: Eldersburg, Maryland, USA
Posts: 410
Thanks: 0
Thanked 0 Times in 0 Posts
Marty Ward is on a distinguished road
Default Re: Capturable Racial Techs

Sounds like something with interesting possibilities.
Reply With Quote
  #3  
Old May 16th, 2001, 01:55 AM
geoschmo's Avatar

geoschmo geoschmo is offline
National Security Advisor
 
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
geoschmo is on a distinguished road
Default Re: Capturable Racial Techs

Could you expand on this a little Jc. I do not understand how you can set it up to be able to repair them but not research them. I thought you had to be able to know the tech before you could repair it.

Are you saying you can learn the knowledge in the area only through capturing the item and analyzing it, but not through your regular research? I am interested in how this is done.

Does capturing a ship with say crystal armor allow you to build shard cannons, or do you have to capture each item?

Geo
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
Reply With Quote
  #4  
Old May 16th, 2001, 02:14 AM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Capturable Racial Techs

Tech A is a racial tech
Tech B is a normal tech that requires tech A, level 1
Tech C is a normal tech that requires tech B, level 1

Results:

-you CANNOT steal tech A
-you CANNOT research tech A

-you CAN steal tech B
-you CANNOT research tech B

-you CAN steal tech C
-you CAN research tech C, if you have stolen tech B, level 1
Reply With Quote
  #5  
Old May 16th, 2001, 02:54 AM

jc173 jc173 is offline
Sergeant
 
Join Date: Mar 2001
Posts: 249
Thanks: 0
Thanked 0 Times in 0 Posts
jc173 is on a distinguished road
Default Re: Capturable Racial Techs

quote:
Originally posted by suicide_junkie:
Tech A is a racial tech
Tech B is a normal tech that requires tech A, level 1
Tech C is a normal tech that requires tech B, level 1

Results:

-you CANNOT steal tech A
-you CANNOT research tech A

-you CAN steal tech B
-you CANNOT research tech B

-you CAN steal tech C
-you CAN research tech C, if you have stolen tech B, level 1



Ok I think it must have been you I got the idea from SJ? I haven't seen that I can research tech C but I haven't tried to acquire B through espionage or other means yet. I can't currently repair Xiati ships since most of them use level 3 temporal weapons, but one more capture oughta fix that. Anyhow here's a couple of examples of what I did.

This is the unique racial tech that opens up the entire field, I've left it alone.

Name := Temporal Studies
Group := Theoretical Science
Description := The study of temporal phenomenon and manipulation.
Maximum Level := 2
Level Cost := 50000
Start Level := 0

These are the intermediate tech fields that open up the actual fields that allow you to build temporal facilities and weapons. The racial area flags are set to 0. They depend on the above unqiue theoretical racial tech.

Note: most racial areas only need one intermediate tech, but the temporal field had the actual weapons and technology techs keyed off of two different levels in temporal studies so I tried to keep it the same.

Name := Temporal Tech Intermediate
Group := Applied Science
Description := Junk Tech Level
Maximum Level := 1
Level Cost := 1
Start Level := 0
Raise Level := 0
Racial Area := 0
Unique Area := 0
Can Be Removed := True
Number of Tech Req := 1
Tech Area Req 1 := Temporal Studies
Tech Level Req 1 := 1

Name := Temporal Weapons Intermediate
Group := Applied Science
Description := Junk Tech Level
Maximum Level := 1
Level Cost := 1
Start Level := 0
Raise Level := 0
Racial Area := 0
Unique Area := 0
Can Be Removed := True
Number of Tech Req := 1
Tech Area Req 1 := Temporal Studies
Tech Level Req 1 := 2
Raise Level := 0
Racial Area := 3
Unique Area := 0
Can Be Removed := False
Number of Tech Req := 0

These are the actual tech fields that give you the goodies. Again I set the racial flags for these to zero.
Name := Temporal Technology
Group := Applied Science
Description := Science of altering time streams to produce specific results.
Maximum Level := 6
Level Cost := 50000
Start Level := 0
Raise Level := 0
Racial Area := 0
Unique Area := 0
Can Be Removed := True
Number of Tech Req := 1
Tech Area Req 1 := Temporal Tech Intermediate
Tech Level Req 1 := 1

Name := Temporal Weapons
Group := Weapon Technology
Description := Weapons which use temporal manipulation to cause ill effects.
Maximum Level := 7
Level Cost := 25000
Start Level := 0
Raise Level := 0
Racial Area := 0
Unique Area := 0
Can Be Removed := True
Number of Tech Req := 1
Tech Area Req 1 := Temporal Weapons Intermediate
Tech Level Req 1 := 1

All you have to do is remember to add the intermediate techs to the AI's research queues. I left the psychic and relgious fields alone since that seems to be more reliant on the actual biology and deep seated beliefes of the race. Would seem sort of hard to reverse engineer those techs. This does have some weird side effects if you play with the high tech player setting, you have access to all the unique racial weapons and techs. So far its working ok for me I can capture enemy ships with racial techs reverse engineer the first few and I can build ships using their techs which hopefully means I can repair damaged ships I capture or upgrade captured ships with better engines and sensors/ECM, which was pretty much my original intention

Here's what I did with the organic and crystalline techs.

Name := Crystallurgy
Group := Theoretical Science
Description := The science of manipulating crystals and their resonance waves.
Maximum Level := 1
Level Cost := 50000
Start Level := 0
Raise Level := 0
Racial Area := 4
Unique Area := 0
Can Be Removed := False
Number of Tech Req := 0

Name := Crystal Intermediate
Group := Applied Science
Description := Junk Tech Level
Maximum Level := 1
Level Cost := 1
Start Level := 0
Raise Level := 0
Racial Area := 0
Unique Area := 0
Can Be Removed := True
Number of Tech Req := 1
Tech Area Req 1 := Crystallurgy
Tech Level Req 1 := 1

Name := Crystalline Technology
Group := Applied Science
Description := Science of using crystalline materials for construction of devices.
Maximum Level := 6
Level Cost := 50000
Start Level := 0
Raise Level := 0
Racial Area := 0
Unique Area := 0
Can Be Removed := True
Number of Tech Req := 1
Tech Area Req 1 := Crystal Intermediate
Tech Level Req 1 := 1

Name := Crystalline Weapons
Group := Weapon Technology
Description := Weapons using the directed resonance waves of crystals.
Maximum Level := 10
Level Cost := 20000
Start Level := 0
Raise Level := 0
Racial Area := 0
Unique Area := 0
Can Be Removed := True
Number of Tech Req := 1
Tech Area Req 1 := Crystal Intermediate
Tech Level Req 1 := 1

Name := Organic Engineering
Group := Theoretical Science
Description := The technology of designing and creating organic forms to serve specific needs.
Maximum Level := 1
Level Cost := 50000
Start Level := 0
Raise Level := 0
Racial Area := 5
Unique Area := 0
Can Be Removed := False
Number of Tech Req := 0

Name := Organic Intermediate
Group := Applied Science
Description := Junk Tech Level
Maximum Level := 1
Level Cost := 1
Start Level := 0
Raise Level := 0
Racial Area := 0
Unique Area := 0
Can Be Removed := True
Number of Tech Req := 1
Tech Area Req 1 := Organic Engineering
Tech Level Req 1 := 1

Name := Organic Technology
Group := Applied Science
Description := Advanced utilization of organic forms to create structures.
Maximum Level := 6
Level Cost := 50000
Start Level := 0
Raise Level := 0
Racial Area := 0
Unique Area := 0
Can Be Removed := True
Number of Tech Req := 1
Tech Area Req 1 := Organic Intermediate
Tech Level Req 1 := 1

Name := Organic Weapons
Group := Weapon Technology
Description := Weapons using organic materials and delivery methods.
Maximum Level := 10
Level Cost := 20000
Start Level := 0
Raise Level := 0
Racial Area := 0
Unique Area := 0
Can Be Removed := True
Number of Tech Req := 1
Tech Area Req 1 := Organic Intermediate
Tech Level Req 1 := 1
Reply With Quote
  #6  
Old May 16th, 2001, 03:02 AM

Marty Ward Marty Ward is offline
Second Lieutenant
 
Join Date: Jan 2001
Location: Eldersburg, Maryland, USA
Posts: 410
Thanks: 0
Thanked 0 Times in 0 Posts
Marty Ward is on a distinguished road
Default Re: Capturable Racial Techs

Isn't that penalizing the race that chooses the Organic or Crystal trait? They cannot benefit as much as a race that did not choose one.
It would be more work but less unbalancing if each level of the weapons and technologies needed the intermeadiate level. It could be the same level so the AI wouldn't have to research 10 levels of junk for the shard weapons. This way you could only capture part of the entire tech tree.
Since this is only going to be used by a human player it seems that you should limit the gain.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 01:18 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.