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May 16th, 2001, 04:45 AM
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Sergeant
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Join Date: Jan 2001
Location: Brisbane, Queensland, Australia
Posts: 215
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Re: Capturable Racial Techs
Any thoughts on the MOO2 tech level that allowed you to alter your race DNA and change some of it's abilities.
That you be interesting if you allow say 2000 points later in the game. So then when you get the tech level, you are able to pick some new racial ability.
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May 16th, 2001, 04:45 AM
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Sergeant
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Join Date: Mar 2001
Posts: 249
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Re: Capturable Racial Techs
Ah ok I see your point, but don't worry it's not that bad. In my current game I have "acquired" temporal weapons up to level 2. I can use the level 1 and 2 weapons and repair them, but I cannot actually research temporal weapons. It doesn't even show up in my reasearch window as an option. Now if I were to somehow steal the intermediate tech Temporal Weapons Intermediate I could probably research new levels of temporal weapons, but as is I can only gain levels by stealing them (espionage) or by capturing and analyzing.
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May 16th, 2001, 04:58 AM
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Sergeant
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Join Date: Mar 2001
Posts: 249
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Re: Capturable Racial Techs
quote: Originally posted by Aussie Gamer:
Any thoughts on the MOO2 tech level that allowed you to alter your race DNA and change some of it's abilities.
That you be interesting if you allow say 2000 points later in the game. So then when you get the tech level, you are able to pick some new racial ability.
Interesting, but it would need to be hardcoded. Also what if you initially chose organic than swapped to cyrstaline, would you lose your tech levels in organic?
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May 16th, 2001, 09:50 AM
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Corporal
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Join Date: Nov 2000
Location: Bergamo Italy
Posts: 75
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Re: Capturable Racial Techs
Please Jc173, can you post a zipfile with the modifications needed to allow racial techs capturable ? I tried to make myself the suggested modifications but surely I made something wrong, beaucause it doesn't works.I wish to add and test this feature to my games.
Thanks and best regards.
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May 16th, 2001, 09:50 AM
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Corporal
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Join Date: Nov 2000
Location: Bergamo Italy
Posts: 75
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Re: Capturable Racial Techs
Please Jc173, can you post a zipfile with the modifications needed to allow racial techs capturable ? I tried to make myself the suggested modifications but surely I made something wrong, beaucause it doesn't works.I wish to add and test this feature to my games.
Thanks and best regards.
Sorry I posted two time the same reply, some problem with my damned server.
[This message has been edited by Marco (edited 16 May 2001).]
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May 16th, 2001, 10:08 AM
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Sergeant
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Join Date: Mar 2001
Posts: 249
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Re: Capturable Racial Techs
I can post the techarea.txt file in the mod archive which is where the major changes are, but I don't think my AI files will be useful for you since I'm using a heavily and scrambled up modified Version of the TDM modpack as the basis for most of my races. You don't need a new components file, just the techarea file. After you copy that into the proper directory all you need to do is to add the intermediate techs to the appropriate races. There are a at least two good tools for that in the mod archive.
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May 16th, 2001, 12:15 PM
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Corporal
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Join Date: Nov 2000
Location: Bergamo Italy
Posts: 75
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Re: Capturable Racial Techs
Thanks.
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