|
|
|
 |

March 9th, 2001, 02:12 AM
|
Private
|
|
Join Date: Dec 2000
Posts: 15
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Unique racial tech trees not individual techs
Maybe it wouldn't be such a pain if we'd work as a team, for example, a few people would work on racial traits, someone else could work on graphics, someone work on puting them together, etc.
We could make a Modding team this way.
Just a though of mine...
------------------
David, Emperor of the Konyan Empire
[This message has been edited by DaveMan (edited 09 March 2001).]
__________________
David, Emperor of the Konyan Empire
|

March 9th, 2001, 02:20 AM
|
Second Lieutenant
|
|
Join Date: Jan 2001
Location: Eldersburg, Maryland, USA
Posts: 410
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Unique racial tech trees not individual techs
That would probably be a sensable way. Do you know if there is a limit on how many techs, traits and facilities are allowed by the game?
|

March 9th, 2001, 02:50 AM
|
Private
|
|
Join Date: Dec 2000
Posts: 15
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Unique racial tech trees not individual techs
Here's a start!
I've deleted ALL the regular tech/components/facilities, except I used data files from my MOD (you know, the nano-tech one, and no not the originals) and left the nano-tech, now I'll need to add the bridge, life support, crew quarters etc. to these special techs. , then we (or I, if nobody is willing to help) would just need to add more special techs for other races.
And Marty, don't know about the limit, I think you should e-mail Malfador about that one.
------------------
David, Emperor of the Konyan Empire
__________________
David, Emperor of the Konyan Empire
|

March 9th, 2001, 03:17 PM
|
Corporal
|
|
Join Date: Mar 2001
Location: lansing,michigan, usa
Posts: 78
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Unique racial tech trees not individual techs
Actually everyone starting out equal is best in my oppinion, we just need a LOT of special tech trees, and they shouldn't all cost 1500 points to get either. That would mean the entire tech tree was just a jumping off point into the real game. lol
|

March 9th, 2001, 03:43 PM
|
 |
Colonel
|
|
Join Date: Feb 2001
Location: B.F.E. USA
Posts: 1,500
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Unique racial tech trees not individual techs
I like the Idea too, tho I'm no programer the Idea of all with Different tech trees is cool tho IF you have a race give up to you you should get some of there Tech tree too
(just my $.02)
Mott
__________________
Kill em all let God sort em out
|

March 9th, 2001, 04:43 PM
|
Corporal
|
|
Join Date: Feb 2001
Location: Vienna, Vienna, Austria
Posts: 170
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Unique racial tech trees not individual techs
AFAIK SE4 was orignially intended to have different tech trees and I think this feature is really great.
But what is about the playing balance of these tech trees. How to solve?
We could give each existing tech and its levels a specific point value. Each race has the possibility to "purchase" its techs in the technology walmart up to a certain allowed number and then create its own race tech tree.
New technolgies from modders have to be evaluated too before they are officially allowed to purchase.
bye
Klaus
|

March 9th, 2001, 06:44 PM
|
Private
|
|
Join Date: Jan 2001
Location: Boston, MA USA
Posts: 43
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Unique racial tech trees not individual techs
That's a good idea. You could make packages like "Slow Physics" which is the normal physics tree with 3x costs. "Normal Physics". "Fast Physics" which costs 1/4x normal. "Bad Physics" which can't pass level 2, etc. Then assign difference point costs to these and have them available to purchase on the race screen so you can customize your whole tech tree.
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|