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  #1  
Old January 4th, 2002, 04:49 AM
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Skulky Skulky is offline
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Default 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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Old January 4th, 2002, 03:55 PM

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Default 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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Old January 4th, 2002, 07:42 PM

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Default 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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Old January 4th, 2002, 08:02 PM
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Default Re: SE IV Gold: Starting tech levels? Yes or No?

A neat quirk of SE4:
1) put 50,000 points into a project that costs more than that.
2) Steal/Analyse/Trade for the tech you're working on (from step 1)
3) Your 50,000 points will have carried over to the next level!

In this way, you could have two empires researching the same tech area, leapfrogging over each other, and getting the full value of their combined output!
Useful areas to try it on would be Stellar Manip, planet usage, ship con, propulsion, crystalline weapons.
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Old January 4th, 2002, 09:30 PM

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Default Re: SE IV Gold: Starting tech levels? Yes or No?

quote:
Originally posted by Kimball:
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.



Acutally no. Right now say you are playing a high initial resource game (100k) or that you have even editted the configuration file to make this number larger, say 500k. If you do this, you must put at least that many points of research projects in the queue on your first turn or the remainder is lost. If you only put propulsion I (20k, I think) and physics (50k) in the queue. You'd get those techs and lose 430k research points.

If those research points stayed with you as if you had a research storage facility with infinite capacity (I tried giving this to all research facilities, but the ability doesn't exist for this resource type). You could spend the extras on propulsion II and physics II next turn and so on.

With this implementation every empire could start with 9 or 10 drastically different techs early in the game. (As opposed to everyone having just onle level in the mostly the same techs for a high resource start).

[ 04 January 2002: Message edited by: Lastseer ]

[ 04 January 2002: Message edited by: Lastseer ]

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  #6  
Old January 4th, 2002, 09:56 PM
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Default Re: SE IV Gold: Starting tech levels? Yes or No?

Would be nice. There is currently no way to edit the resource start level. You only have the low (5000), medium (20K) and high (100K) options in the game setup screens. And no way to store research points, as you found. These would require hardcode changes. If we could get these, maybe we could just get the ability to have starting tech levels.

If you read the whole thread we have talked about making a starting tech mod that uses racial points. It would require extensive changes to the data files though. SJ (I think it was SJ) offered to make a program to help with the modifications, but he must ahve got tied up on some other projects cause I haven't heard anything else from him. I guess I could do it by hand. If I start now I could probably have it ready by Christmas.

As an alternative, I suppose you could have a 10 planet start. This would give you a ton of research points. You could agree among you to only build anything on one planet and then after X number of turns abandon all the rest. This would simulate your idea without too much in the way of modifications. You would have to change the settings.txt file to allow you to abandon a fully populated planet, or build cargo bases in orbit and transfer/jettison the population. And you'd have to trust the other players to do likewise.

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Old January 4th, 2002, 10:00 PM
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Default Re: SE IV Gold: Starting tech levels? Yes or No?

Ooo, I just thought of an easier way. You edit the facilities.txt file so that research facilities produce an obcene amount of research points at the start of the game. Then after X turns you swith back to normal data files. Start with one planet as normal. But those 5 research facilities on it could be pumpong out 20K or even more per turn each. Whatever you want.

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