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Old October 16th, 2003, 03:54 AM
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Default Narf\'s Mod: Almost done shredding the Facility.txt. Basic stuff only.

*disclaimer: no garauntee i will finish it. i'll try.*

yep. i call it the TechPaths mod. why? because how you play depends entirely on what research path you choose. research into infrastructure at the expence of defence and defend against your enemies with hordes of cheap, low-tech ships. or vice-versa - research into defence at the expense of infrastructure and defend against your enemies with ships that can defeat them outnumbered 2-1. research long range missile's, short range missile's, lots of construction research and build up units faster than your enemy can destroy them.

how am i going to do this? each tech tree will be specific and return specific components. and most will have 20 levels.

since i didn't think to make a poll, quick question: 5%/10% or 20% advancement?

[ January 30, 2004, 05:33: Message edited by: narf poit chez BOOM ]
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Old October 16th, 2003, 12:43 PM
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Default Re: Narf\'s Mod: Almost done shredding the Facility.txt. Basic stuff only.

A very interesting concept - let me know if you end up dropping it, I may pick it up and finish it.

Here is one idea as to how this might work. Say you want to encourage specialization between shields or armor. You could set the initial tech investment for level 1 at a very high cost, and then have the following levels at a much cheaper rate. This would simulate the sweat work involved in "getting the basics", after which improvements come much easier.

In game terms, you would have to spend 2-3 times as many tech points to get level 1 in both armor and shields, than you would have to spend to get to level 10 in either shields or armor alone.

What do you think?
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Old October 16th, 2003, 05:41 PM
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Default Re: Narf\'s Mod: Almost done shredding the Facility.txt. Basic stuff only.

Quote:
Originally posted by General Woundwort:
What do you think?
Interesting idea... would require making the first level a separate tech area, since you can't adjust the individual tech level costs (the formulas are hardcoded)... fits in very well with the theme of the mod!

A suggestion I have is to remove most or all of the racial techs and graft them onto the main tech tree. It shouldn't be impossible for someone who didn't have temporal technology since the beginning of time (ha ha ) to acquire it - look at the race history of the Xiati, they just stumbled upon it by chance!
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Old October 16th, 2003, 08:16 PM
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Default Re: Narf\'s Mod: Almost done shredding the Facility.txt. Basic stuff only.

was already going to eleminate racials and have all tech researchable.

that high-initial cost thing sounds interesting. what i'm planning now is to make it so that even if you specialize in tech, your going to have to limit your research options. how well do you think they'd combine? can i get some responces on my informal poll? and what's the largest component size?

whatever the tech advancement is, the research tech is going to have to return a fraction of that. mabye 2/3?

i think i came up with a new happiness type for my mod: hapiness type - resulute: all negative effects serve only to increase your moral as your people are ready to face anything. however, little effect is felt from positive effects.

whadya think? would be good for an empire on the ropes.

think i should make an actual poll for tech advancement?

[ October 16, 2003, 19:50: Message edited by: narf poit chez BOOM ]
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Old October 16th, 2003, 10:26 PM
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Default Re: Narf\'s Mod: Almost done shredding the Facility.txt. Basic stuff only.

Your question on tech advancement made no sense as posted (to me, anyways). Perhaps if you clarify it, people can answer it.
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Old October 16th, 2003, 11:10 PM
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Default Re: Narf\'s Mod: Almost done shredding the Facility.txt. Basic stuff only.

yeah, I didn't get the concept either. An example perhaps?
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Old October 16th, 2003, 11:18 PM
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Default Re: Narf\'s Mod: Almost done shredding the Facility.txt. Basic stuff only.

well, component x has a size (a) of 100 and a generic effectiveness of (b) 100. so, at 10% tech advancement, the size at level (l) 2 is a*(10%*(l-1))=110. and the effectiveness is b*(10%*(l-1))+(b*(10%*(l-1)))=121. thus, the size and relitive effectiveness would climb by 10% per year. or, in other words:
100 100 100%
110 121 110%
121 145 120%
133 173 130%

ship sizes would use the first calculation.

uh, if this is to complex maybe someone could explain it in english.

[ October 16, 2003, 22:19: Message edited by: narf poit chez BOOM ]
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Old October 16th, 2003, 11:25 PM

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Default Re: Narf\'s Mod: Almost done shredding the Facility.txt. Basic stuff only.

I think he means rather than have specific research areas (such as Missiles and Computers), he is going to have ~ 20 generic areas. Each generic area represents a "play style" and returns all sorts of tech that relate to that play style. For example, if you research the "Superiority In Numbers" tech area, you will get cheap hulls, engines, and weapons that are fragile or otherwise limited in effectiveness. If you research down the "I Like Big Explosions" tech area, you might get great weapons, but crappy infrastructure

Note that this is just my guess, as the mind of the Cheese is not easily navigated, not even with a Spoon.

Edit: on second reading, nevermind - this doesn't answer the question that was asked!

[ October 16, 2003, 22:26: Message edited by: spoon ]
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Old October 16th, 2003, 11:32 PM
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Default Re: Narf\'s Mod: Almost done shredding the Facility.txt. Basic stuff only.

Quote:
Originally posted by narf poit chez BOOM:
... so, at 10% tech advancement, the size at level (l) 2 is a*(10%*(l-1))=110. and the effectiveness is b*(10%*(l-1))+(b*(10%*(l-1)))=121...
umm, yeah, right..

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Old October 16th, 2003, 11:39 PM
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Default Re: Narf\'s Mod: Almost done shredding the Facility.txt. Basic stuff only.

well, actually, i'm going to have a number of very specific tech areas. like 'long range missiles'. 'reaction engines'. what's reaction engines? small size, good speed, lot's of supplies used. combine that with long range missiles and you've got defence ships that can missile dance slower ships to death.

ok...attempt at an english Version.
for the first tech level, the rate of increase is 0%. second, 10%. thus, the size of the item is 100+10%. and the effectiveness is 100+10%+10%. at the third level, the ROI is 20%. so, size 100+20%. effectiveness 100+20%+20%. so, for each tech level above 1, the ROI increases by 10%. IF tech advancement is 10%. if it's twenty, third level ROI 40%,size 100+40%, effectiveness 100+40%+40%.

uh, english enough?
*hopes*

how come nobody understands me when i get technical?

um...effectiviness go up by 5%/10%/20% per tech level?

[ October 17, 2003, 00:24: Message edited by: narf poit chez BOOM ]
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