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December 21st, 2001, 09:08 PM
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Corporal
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Re: SE IV Gold: Starting tech levels? Yes or No?
OK I'm feeling a bit better now.
Just to twist the intention of this thread even further:
Does anyone know a way to imbue a race with a "special" like movement bonus, immunity to plague etc once the game is in progress?
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December 21st, 2001, 10:53 PM
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National Security Advisor
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Re: SE IV Gold: Starting tech levels? Yes or No?
quote: Originally posted by Mark Walton:
Does anyone know a way to imbue a race with a "special" like movement bonus, immunity to plague etc once the game is in progress?
You can modify the RacialTraits.txt file during the game, you just can't add or remove Racial Traits from the file or you won't be able to load the game file. You can change the Trait Type though and affect what the player actually gets for having that Racial Trait.
So if you wanted to do this you would set the Racial Traits file up with some dummy Racial Traits and assign those to a particular player. Then you later you change the Trait type to what you want them to have.
Once you make the change on the Host though you will have to send the players the new RacialTraits.txt file or the data file cheat check will not allow them to play their turn.
Geoschmo
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January 4th, 2002, 03:17 AM
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Private
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Re: SE IV Gold: Starting tech levels? Yes or No?
This topic is kind of old, but I wonder how much work it would be for the starting number of research points to be adjustable? The 20k starting research points in a low tech game. If it were it would be round two instead the beginning of the game that everyone recieved the tech.
I also wonder if the choice of projects by the AIs are determined by the usual research mechanism or a special one set up for the game opening. If it's the usual AI, then it shouldn't be too painful.
Thu
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January 4th, 2002, 03:25 AM
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National Security Advisor
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Re: SE IV Gold: Starting tech levels? Yes or No?
You can do a high resource start and you will get 100,000 research points along with 100K of each resource. The AI uses their normal research scripts at the game start, but since they only queue a couple of projects they might lose a few points. Wouldn't be the end of the world though.
Geoschmo
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I used to be somebody but now I am somebody else
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January 4th, 2002, 04:49 AM
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Second Lieutenant
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Re: SE IV Gold: Starting tech levels? Yes or No?
In regards to the special attribute would this be because of a new found ruin or tech that allows this. In a game (like Leagacy of Ancients) with a DM type host this coudl be very cool. Other players could look at the file to see what hte other person got so it would defeat any surprise. Also, could you make special intel projects, wih a dummy one that tells the host that the personactually spent htem and then the host could make the neceasary changes to the affected empire. just a thought.
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January 4th, 2002, 03:55 PM
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Private
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Re: SE IV Gold: Starting tech levels? Yes or No?
quote: Originally posted by geoschmo:
The AI uses their normal research scripts at the game start, but since they only queue a couple of projects they might lose a few points. Wouldn't be the end of the world though.
Geoschmo
So all that needs to be done is to allow unused research points to carry from turn to turn and then you have a full starting techs solution. (maybe degrade carried points by a small percentage like 5%, or allow carry over during the first 10 turns only.)
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January 4th, 2002, 07:42 PM
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Sergeant
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Re: SE IV Gold: Starting tech levels? Yes or No?
I haven't read the entire thread so please excuse me if this was addressed earlier...
In SEIII if you put more points than needed toward a research project, they would carry over to the next level. It was possible to put, say, 100,000 points, toward a 10,000 point tech area and keep getting the next level each turn, until the points ran out. That was done away with in SEIV.
Is that what you are talking about? Just curious.
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