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  #11  
Old February 17th, 2001, 06:45 AM

Str8_Gain Str8_Gain is offline
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Default Re: Alien Races

quote:
Originally posted by DirectorTsaarx:
Another trick would be to "close off" certain tech areas based on use of racial techs. For instance, if you use temporal techs, you don't get to research the standard beam weapons. Organic races don't get either beam weapons or seekers (since they have their own seekers). Granted, the AI's usually focus on available racial techs, but they still eventually spend research points on other areas. Why waste the research points? Of course, I'm not certain how to balance this yet, but it should be doable...


Heeheehee, look what happens when you use the search functions to find out stuff

I've been considering doing this for races totally mechanical in nature (ie. Artificial Intelligences). I was considering adding a Racial Trait for this, that would require Emotionless and Mechanoid as secondary traits (yes, this would cost big in terms of racial points).

One thing I'd like to be able to block off, as an example, from being available is the conventional Industry-to-Computers tree (since a mech race would have this to begin with, there's no need to research Industry first). So far, I've come up with ideas for a few components/facilities that have close analogues in the regular (non-race specific) tree, but it simply wouldn't make sense for a mech race to start with, for example, the bridge/lifesupport/crewquarters combo when they should rightfully start with Master Computers or some equivalent, to reflect the nature of that species.

If I can't block off a tree entirely, I'd like to find a way to block availability of specific components that are normally there in the regular tree (like the B/LS/CQ combo mentioned above), and replace them with the components I'd like there for that specific race (all the other races would have tech trees that are unaffected unless they were also mechanicals).

Adding in new tech trees and racial traits to use them looks easy enough, but so far I'm drawing a blank on how to block off certain components/trees, given the current structure of the text files.
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  #12  
Old February 17th, 2001, 07:24 AM

Marty Ward Marty Ward is offline
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Default Re: Alien Races

Maybe you could do it if you made all the tech tree into separate branches each linked to a racial trait. The tech tree would be huge.
You would be required to choose a racial trait that included a tech tree.
You could have a basic racial trait that gives the current tech tree and a custom tree for each other trait. This would certainly allow a more diverse and unique races.
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  #13  
Old February 17th, 2001, 07:36 AM

Str8_Gain Str8_Gain is offline
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Default Re: Alien Races

quote:
Originally posted by Marty Ward:
Maybe you could do it if you made all the tech tree into separate branches each linked to a racial trait. The tech tree would be huge.
You would be required to choose a racial trait that included a tech tree.
You could have a basic racial trait that gives the current tech tree and a custom tree for each other trait. This would certainly allow a more diverse and unique races.



Looks like it'd be the only way implement such a thing like I described, given the constraints imposed by the game itself. Rather brute-force, and it would make a HUGE tech tree like you said.

Hmm, this could be a suggestion to float by MM.....
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  #14  
Old February 17th, 2001, 06:41 PM

Marty Ward Marty Ward is offline
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Default Re: Alien Races

If I knew what I was doing I would give it a try.
I would love to see the variety this could bring. There is so much potential for truely custom races.
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  #15  
Old February 18th, 2001, 07:37 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Alien Races

quote:
If I can't block off a tree entirely, I'd like to find a way to block availability of specific components that are normally there in the regular tree (like the B/LS/CQ combo mentioned above), and replace them with the components I'd like there for that specific race (all the other races would have tech trees that are unaffected unless they were also mechanicals).


Maybe you should just give them alternative components:

Bridge -> Control Nexus: Room where the Mechanoids 'plug in' to the ship's functions.
Life Support -> power nodes: The mechanoids need to charge their batteries, right?
Crew quarters: where you go when you're not needed right now.

The components would be much smaller (eg. crew quarters would be closet size).

When they research master computer, then they've designed an AI specifically to be installed in ships.

You could still have shortcuts to computer tech using their racial tech.
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  #16  
Old February 18th, 2001, 09:21 PM

Str8_Gain Str8_Gain is offline
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Default Re: Alien Races

quote:
Originally posted by suicide_junkie:
Maybe you should just give them alternative components:
(snip)
You could still have shortcuts to computer tech using their racial tech.



Problem is, the "normal" components will still be there. On the other hand, mabye that's a good thing, since they can always build "export" Versions of their specialty ships (with racial-specific tech) as trade items.

Would it be possible if I made the alternative components part of the same family in Components.txt? Say, have the Bridge component and the "Control Nexus" component part of the same family, and the Nexus has a higher roman numeral number? Can you make Bridge number 0, and the Nexus 1 (where you can only reach it if you have the racial trait)?

I confess, I'm still very new at modifying these files. Any idea if there's any more documentation on these besides what's already in the files? The brute-force approach of completely replicating the entire normal tech tree and attaching race-specific IDs on them doesn't appeal too much to me, but if it's the only way, then well, I better get cracking.

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  #17  
Old February 19th, 2001, 09:14 PM

Metheglyn Metheglyn is offline
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Default Re: Alien Races

quote:
Originally posted by Str8_Gain:
Looks like it'd be the only way implement such a thing like I described, given the constraints imposed by the game itself. Rather brute-force, and it would make a HUGE tech tree like you said.

Hmm, this could be a suggestion to float by MM.....



I tried something similar to this, by pulling out all of the normal weapons components and techs, and by creating nine separate tech trees for nine separate weapons families. I made each family a racial trait. I expanded the weapons available in each tree, of course, and I did my best to balance the capabilities of each family. Yes, it's a lot of work, and yes, the tech tree becomes gigantic in a hurry. The problem is that when the Components.txt file passed 512Kb, the components at the bottom of the file never became available in the game. I could research whatever it was, but it didn't yield any components that I could use. I experimented with moving components around within the file by cutting and pasting, and whatever components were at the bottom at the time never became available, so I'm pretty sure the problem involves the size of the file. The game only reads it to a certain point and then quits.

Has anyone else encountered this? Am I right in my assumption? Is there a workaround?



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  #18  
Old February 19th, 2001, 09:19 PM
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Default Re: Alien Races

You'll have to make a new component no matter what, but all you have to actually do is:

copy-paste the original component
edit the name, size, cost, pic, whatever
add a new tech requirement: whatever the racial tech is.

If you want the component to be available from the beginning, you could make the first tech level really cheap.

--------------------

Sure, the normal components would still be there, but hey, they can waste space on extra-large bridges/lifesupport/crew quarters if they want. Not practical, but possible. It could be for alien crews, from captured populations, too.
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  #19  
Old October 31st, 2001, 12:39 AM
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Default Re: Alien Races

quote:
Metheglyn:
The problem is that when the Components.txt file passed 512Kb, the components at the bottom of the file never became available in the game.

I am really working hard at designing a complex, thoroughly customized tech tree, heavily race-centered with all kinds of inter-related specialities. I understand the complexity, but if the 512kb limit is true, then I am wasting my time. Does anyone know if this is still true?
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  #20  
Old October 31st, 2001, 12:47 AM

Phoenix-D Phoenix-D is offline
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Default Re: Alien Races

No, it's not. TechMod beta 5 breaks 600 kb, and everything loads.

I'm betting he was using Notepad to edit, which can't save or open above a certain file size. I use metapad myself.

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