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April 23rd, 2001, 03:35 AM
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Sergeant
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Join Date: Dec 2000
Location: Miami, FL U.S.A.
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Re: Question about Racial techs
But I think that's exactly what he wants... not to be able to research the racial techs, only to be able to build what he steals.
Just tried it in the game, I'm sorry to say that it does not work...
[This message has been edited by Trachmyr (edited 23 April 2001).]
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April 23rd, 2001, 05:53 AM
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National Security Advisor
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Re: Question about Racial techs
Odd, because I just tried it myself and it did work.. (I'm smacking myself for not just doing this earlier  )
Setting crystalline tech and weapons to racial area zero meant I could analyze and produce the stuff I captured.
Unfortunately, two problems crop up. Capturing an anazlying a ship w/ crystal armor and a Shard Cannon on it gave me EVERYTHING from those tech areas- i.e. I got the facilites too! Ick. I'm assuming it works like this for normal captures too?
More importantly, setting HIGH for the starting tech level gave everyone that stuff to start with. Oh well, at least it's possible to do it.. should help some with my mod.
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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April 23rd, 2001, 11:16 AM
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Sergeant
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Re: Question about Racial techs
Well, it didn't work like that when I tested it! I set tech to high too... no one got the Organic Tech (where I changed racial tech to 0)... are you sure you didn't change crystalurgy too (or remove the prereq. of crystalurgy)? Well, I'll test it again to verify either your or my results (well atleast verify it to me  )
[This message has been edited by Trachmyr (edited 23 April 2001).]
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April 24th, 2001, 01:13 AM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
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Re: Question about Racial techs
I don't know if this will work but you could try it.
Set up some of the special racial techs as Ruins techs. Then you may find the odd specialized tech and it would allow you to analyize higher levels. Don't know if it would work though without removing that tech from the main racial tech tree.
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April 23rd, 2001, 08:42 PM
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National Security Advisor
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Re: Question about Racial techs
I set crystaline technology and weapons to racial area 0, leaving their prerequisite of Crystalurgy alone.
Phoenix-D
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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April 23rd, 2001, 09:38 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Question about Racial techs
If you want to prevent certain racial techs from being learned by other races, Do this:
Add another tech requirement, and make it the pre-requisite crystal tech (the one that is still a racial tech area)
So, the Shard cannons would require only "crystal weapons" tech, and be stealable, but the facilities require the tech area that you can't steal (crystallurgy, i think), so you can't build them!
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April 23rd, 2001, 10:25 PM
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National Security Advisor
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Re: Question about Racial techs
That's what I'm going to do for my mod.
Applying it to the 'standard' set would be tricky.It would require some fiddling with the tech costs though, might torque the AI, and could make an imbalance- it lets you get just the tech areas you want without paying for the extra stuff. But if I try to eliminate that, and boost the costs, I hurt the player that DOES want them both..
Phoenix-D
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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