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  #11  
Old April 23rd, 2001, 10:30 PM

Nitram Draw Nitram Draw is offline
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Default Re: Question about Racial techs

Doesn't that kind of shaft the guy that chooses the crystal trait? Shouldn't that trait cost be reduced?
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  #12  
Old April 23rd, 2001, 11:00 PM

Phoenix-D Phoenix-D is offline
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Default Re: Question about Racial techs

As I said, I'm using it for a mod, not applying it to the main game Doing it in the main tech areas would need much tweaking.

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  #13  
Old April 24th, 2001, 12:32 AM

Marty Ward Marty Ward is offline
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Default Re: Question about Racial techs

There aren't many unique techs available on ruins and most of what is found isn't really useful. It would be cool if a trait or weaker Version of a special tech tree was able to be found in a ruin. Having a whole new tech tree open up halfway through a game would make it more interesting. Only trouble is the AI wouldn't research them. Too bad there isn't a way to set the AI to research "any tech" at a certain point.
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  #14  
Old April 24th, 2001, 12:41 AM

Trachmyr Trachmyr is offline
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Default Re: Question about Racial techs

This is what I'm changing UNIQUE techs too in my mod:

Removed all former "techs"
All given techs can be research to lvl 3 (start with lvl 1)

1) Monoliths... I removed monoliths from stellar manip, and made them unique

2) Resonance Weapons: Shield deystroyer (much better than the old Version), then Engine deystroyer (ditto), finally weapon deystroyers (ditto again)

3) Resonance shields... phased shields that automaticlly renerate 25% of their max per turn.

4) Resonance Engines... about as good as cotra (lvl 3 is as good as photon) But uses very little supplies (2/1/1)

5) Resonance Field Distorters: VERY good ECM's

6) (To be added) Resonance Sensors: one of the best sensors in the game (my sensors/cloaks are heavily modded)

any more ideas?

[This message has been edited by Trachmyr (edited 23 April 2001).]
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  #15  
Old April 24th, 2001, 12:45 AM

Marty Ward Marty Ward is offline
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Default Re: Question about Racial techs

Create a few resonance trees. One gives facilities, one gives weapons, one gives shields and armor etc. That would be cool. You find the weapons and think you got it made only to find out your opponent found the shields that neutralize them!
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  #16  
Old April 24th, 2001, 01:13 AM

Nitram Draw Nitram Draw is offline
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Default 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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  #17  
Old April 24th, 2001, 02:38 PM
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PsychoTechFreak PsychoTechFreak is offline
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Default Re: Question about Racial techs

Does anybody know if you can create negative racial traits, which repay some racial points and exclude tech areas or single techs for that race ?

-e.g. minus 2000 points: exclude gas colony,intel facilities or cloaking techs

-minus 1500 points: nebbish/unlucky race which attrack bad events
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  #18  
Old April 24th, 2001, 05:58 PM

Phoenix-D Phoenix-D is offline
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Default Re: Question about Racial techs

You can't *exclude* techs unless you're willing to rewrite the tech tree a bit and make them racial techs.

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  #19  
Old April 24th, 2001, 07:10 PM
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PurpleRhino PurpleRhino is offline
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Default Re: Question about Racial techs

I did try the negative racial trait, but it only caused lots of problems... (I tried making an 'Unlucky' trait.)
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  #20  
Old April 24th, 2001, 07:20 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Question about Racial techs

quote:
You can't *exclude* techs unless you're willing to rewrite the tech tree a bit and make them racial techs

That's what I did for the Pirates&Nomads mod, and it's surprisingly easy to do once you get started.
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