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December 20th, 2001, 04:57 PM
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Re: SE IV Gold: Starting tech levels? Yes or No?
quote: Originally posted by geoschmo:
The idea doesn't seem to work with multiple levels of the same tech though. I tried a few different tests and the best I could do was get it to allow one player level 1 fighters and one level 2 fighters at game startup. Which was what I was going for, but then when the TechArea.txt file goes back, they both end up with level one fighters, and the guy that selected level 2 fighters has to research construction, even though he had it as a racial trait. Either the game is getting confused or I fumble fingered something cause that doesn't make sense to me.
Geoschmo
Sounds to me, like you created a seperate item in TechArea. Is this true?
I think that will not work, TechArea must have the same items in the same order... I think... will test at some point.
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December 20th, 2001, 05:32 PM
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Re: SE IV Gold: Starting tech levels? Yes or No?
quote: Originally posted by Mark Walton:
Sounds to me, like you created a seperate item in TechArea. Is this true?
I think that will not work, TechArea must have the same items in the same order... I think... will test at some point.
Exactly. In the Racial Traits file I had Construction, Fighters I and Fighters II, as racial techs 6, 7, and 8.
Then in the Tech Area file I made Construction racial tech 6 with start level 1, fighters tech area 7 with start level 1, and another fighters with tech area 8 and start level 2. I was kind of expecting it to fail because of two tech areas with the same name.
It suprised me that it didn't, and the player with Construction and fighters I got level 1 in fighters and the player with all three racial areas got fighters level 2. But then when I went back to the regular tech area file the player with fighter level 1 still had it and the player with fighters 2 could build level 1 fighters, but couldn't research any further until he researched construction again.
Very confusing.
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December 20th, 2001, 06:09 PM
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Re: SE IV Gold: Starting tech levels? Yes or No?
quote: Originally posted by geoschmo:
Also if there was a comp that required level 3 of propulsion (Emergency propulsion IIRC) then selecting level 6 would not give it to you. You would have to select level 1 through 6 of propulsion.
(quoting myself now  )
Actually this could be fixed if the Required Trait field in the RacialTraits.txt file were working. It doesn't appear to do anything, but if you could say for Propulsion X have a required Trait of Propulsion IX and so on, then you couldn't just take the highest level and save up the racial points for something else.
That's almost going to be a must have before we try to implement something like this. Otherwise we would have to make each suceesive level of a tech more expensive then the Last so players didn't just take the top level of each. If the Required Trait worked each level could be the same cost in racial points, and the higher levels would be more expensive by virtue of all the pre-requisite tech you'd have to buy. Would work much better.
Geoschmo
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December 20th, 2001, 06:31 PM
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Re: SE IV Gold: Starting tech levels? Yes or No?
Well, for the present time, I can't get two different tech levels to both be possible.
I think we may have to live with that; either change the tech are file as you suggested Geo, of accept that we are giving players access to an area of technology (which they may then research futher) rather than allowing a full pick-n-mix tech startup.
Of course, investigations will continue... yesterday morning I didn't even know this was possible, so who knows what tomorrow may bring?
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December 20th, 2001, 07:00 PM
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Re: SE IV Gold: Starting tech levels? Yes or No?
I did a quick test of my idea of three seperate Fighter Tech Areas instead of one area with three levels. Works fine for the components. The only change required there is the Tech Area Requirement as I expected. Now all I have to do is repeat 500 times for all the other components.
To make the AI play well in this universe you only have to worry about two files. The AI_General file and the AI_research file. The general file is where you would chose particualr starting techs for the AI race in question. Not really a problem, just have to rewrite the files and make sure you have the points calculated right. If we prefer, or are lazy we can even leave the general files the way they are. The AI just won't "buy" and starting techs and will have to research them the regular way.
The research file has to be changed obviously, but like the components file I think it won't be so hard, just take some time. The way the file works is there's a list of techs and Tech levels desired based on what AI state it is in currently. So if the file has an entry for Ship Construction, level 4, you ould replace that by four entries, Ship Con I, lvl 1, Ship Con II, lvl 1, Ship Con III, lvl 1, and so on. It should ignore the ones it already has researched, and ignore the ones it doesn't have the pre-requisite tech for. So it work the same, just be a much, much longer file.
Once that's done, the AI should operate as normal.
Geoschmo
[ 20 December 2001: Message edited by: geoschmo ]
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December 20th, 2001, 07:34 PM
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Re: SE IV Gold: Starting tech levels? Yes or No?
Does this concept require it's own thread - to make sure all of the experienced modders (the Mod God Squad) get a chance to comment?
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December 20th, 2001, 07:53 PM
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Re: SE IV Gold: Starting tech levels? Yes or No?
I dunno. It appears we have taken over this thread quite nicely. 
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