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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
Posts: 78
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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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March 10th, 2001, 06:34 AM
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Lieutenant Colonel
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Join Date: Mar 2001
Location: Emeryville, CA
Posts: 1,412
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Re: \"petition\" for MM to add starting techs
In my opinion, choosing your starting techs was one of the major strategic elements of SEIII, and as someone who played SEIII (as opposed to SEIV being first exposure to the series) I have always seen this as a glaring omission since the beginning of beta tests.
Yes there are ways to modify the data files to get a semi-similar effect, but it's just not the same, and as someone has already said, it's a pain in the @$$.
Plus I never did like the options of no tech, 10 turns of tech, and all tech... just seems to be a bit lopsided.
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GEEK CODE V.3.12: GCS/E d-- s: a-- C++ US+ P+ L++ E--- W+++ N+ !o? K- w-- !O M++ V? PS+ PE Y+ PGP t- 5++ X R !tv-- b+++ DI++ D+ G+ e+++ h !r*-- y?
SE4 CODE: A-- Se+++* GdY $?/++ Fr! C++* Css Sf Ai Au- M+ MpN S Ss- RV Pw- Fq-- Nd Rp+ G- Mm++ Bb@ Tcp- L+
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March 10th, 2001, 07:14 AM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: \"petition\" for MM to add starting techs
There should be a way to assign techs with "racial traits". For example, why does a race with 'Organic Manipulation' need to research biology and then biological weapons like everyone else? They should get a head start in this field, it's inherent in the definition of the racial trait. Propulsion experts should get a few extra levels of engine technology with their +1 advantage, too. You could then have racial traits that exist specifically to give some technological head start, too. Like a "Ground Pounders" (B5 anyone?  )ability that gives a race troops and troop weapons on turn one.
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March 12th, 2001, 03:21 PM
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Corporal
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Join Date: Mar 2001
Location: lansing,michigan, usa
Posts: 78
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Re: \"petition\" for MM to add starting techs
I think this is supposed to be a petition, could we get some votes in, and maybe start a seperate thread discussing what techs we'd like, etc . . . for sure the pirate and nomad trees! ::grins::
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March 12th, 2001, 03:55 PM
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Colonel
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Join Date: Jan 2001
Posts: 1,661
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Re: \"petition\" for MM to add starting techs
I am absolutely in favor of the petition. I liked this element in SE III very much and don't understand why it was omitted in SE IV. It would also allow futher balance for the AI empires, e.g. you could give neutral empires an important starting tech level bonus.
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