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March 9th, 2001, 07:48 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
Posts: 779
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Re: \"petition\" for MM to add starting techs
You can sort of do that now. Start with medium or low tech and change starting resources to 100,000. This gives you 100,000 bonus research points to spread out on the first turn. If you add God Emperor mod with destroyers and PD at start you can get quite a variety of starting techs.
It's not perfect but it does provide some alternate ways to start.
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March 9th, 2001, 08:00 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: \"petition\" for MM to add starting techs
Yeah, but as I said You would need to allow someone to research two levels on tech X in one turn.
Otherwise, you don't get much specialization. Everybody will do one ship con, one weapon tech, etc.
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March 9th, 2001, 08:10 PM
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Corporal
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Join Date: Jan 2001
Location: Newport News, VA
Posts: 125
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Re: \"petition\" for MM to add starting techs
I would rather see the ability to carry over unused research points. That way, you could still specialize and use all 100k points on ship construction, for example, but you could only research one level per turn. It would also remove some awkwardness in selecting a research topic for spillover, and it would allow you to save up some points for an emergency.
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March 9th, 2001, 08:18 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: \"petition\" for MM to add starting techs
If it was like SE3, where you could dump 100,000 points into one area, and then you'd get all those points put into the area.
The actual levels would only kick in one per turn, (as your scientists spread the knowledge to companies & parts factories, I figure).
The X percentage per area was the best.
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March 9th, 2001, 08:26 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
Posts: 779
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Re: \"petition\" for MM to add starting techs
Yeah it would be nice to research the same tree multiple times in one turn. I think that is not modable though.
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March 9th, 2001, 08:42 PM
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Captain
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Join Date: Sep 2000
Location: USA
Posts: 806
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Re: \"petition\" for MM to add starting techs
A program to edit the SaveGame file would give players this ability plus so much more!
You could set up any beginning scenario that you wanted. For a game with multiple (human, real world) players, you'd need to get a "Galaxy Master" to do this.
Speaking of GMs, they could even set up cooperative scenarios that would allow two or more players to act as allies, with victory criteria limited only by the GMs' imaginations.
I'd rather press MM for that. The community could have an AWFUL lot of fun with it, and would be kept so busy that MM could then concentrate on improving the AI or putting in TCP/IP.
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Give me a scenario editor, or give me death! Pretty please???
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March 9th, 2001, 11:30 PM
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Corporal
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Join Date: Mar 2001
Location: lansing,michigan, usa
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Re: \"petition\" for MM to add starting techs
I cast my vote for everyone choosing different starting techs at the beginning. I may be an extremist but I think even colonization tech should be optional.
Maybe we could operate on a point system, first tech level of each type being cheapest to buy at the games start, and higher levels costing more once you've bought the prerequisites.
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