|
|
|
|
|
September 3rd, 2002, 02:12 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Odd Racial/Unique Tech Reqs
I've made some components that require a technology that is not itself racial or unique, but that requires a racial or a unique technology to be researched. When I play a high tech start game, I do not have the technologies available, but I can build the components. They are not available on a low tech start. For example, I have created a Version of Organic Armor that can be developed and used by a non-organic race if they capture a ship with normal OA. I added a new technology called Organic Armor, which is not racial. But, it's req, Organic Engineering, is. When playing on a high-tech start, I have the "stolen" Version of Organic Armor available to be built on a ship, but I do not have the Organic Armor technology. I am confused by this.
|
September 3rd, 2002, 02:58 AM
|
|
Sergeant
|
|
Join Date: Apr 2001
Location: London, UK
Posts: 289
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: Odd Racial/Unique Tech Reqs
I believe that when you pick "high start" it automatically gives you *every* tech you could possibly research. Even if you don't have the prerequisits for it.
I suggest playing a mid-tech start but modding the rest of the tech levels to give you full access to the rest of the technology from that starting place.
__________________
The Unofficial Space Empires 4 Mod Utility V2.26
------------------
Download as a .ZIP -( HERE)-
|
September 3rd, 2002, 03:19 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Odd Racial/Unique Tech Reqs
High-tech starts aren't much fun anyways.
Quote:
I suggest playing a mid-tech start but modding the rest of the tech levels to give you full access to the rest of the technology from that starting place.
|
Huh?
|
September 4th, 2002, 02:59 AM
|
|
Sergeant
|
|
Join Date: Apr 2001
Location: London, UK
Posts: 289
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: Odd Racial/Unique Tech Reqs
Edit the techareas.txt and change "RaiseLevel" to "Max Level" for everything except for the tech areas which you don't want to start off with.
Then start with a mid-tech game.
That should sort it.
Sorry for the confusing reply
__________________
The Unofficial Space Empires 4 Mod Utility V2.26
------------------
Download as a .ZIP -( HERE)-
|
September 4th, 2002, 05:31 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Odd Racial/Unique Tech Reqs
I don't want to start with them, or play a high-tech start game. I was just testing other high-tech components.
|
September 4th, 2002, 06:54 PM
|
Sergeant
|
|
Join Date: Feb 2001
Location: Richmond, VA
Posts: 274
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Odd Racial/Unique Tech Reqs
I would say this, a high tech start certainly is a completely different game.... Having finished very few games of SEIV, I haven't seen most of the finished techs anyway. I've got no idea what to do with them all!
|
September 4th, 2002, 07:39 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Odd Racial/Unique Tech Reqs
OK: OA requires "organic armor" which requires "Organic technology" (Racial).
In a high tech game, you get "organic armor" but it dosen't show up... but where?
It won't show up in your research window, since it is a Type B, and you cannot research this tech area.
It should appear as an option for trade, and it should appear in your help, available components, political report, and everywhere else.
If you were to make it a Type C tech, then it would show up in your research window.
Note:
Type A = Racial
Type B = non racial, racial prereq
Type C = not racial, non racial prereq, pre-prerequisites do not matter.
__________________
Things you want:
|
September 4th, 2002, 07:47 PM
|
|
Lieutenant General
|
|
Join Date: Dec 2000
Location: california
Posts: 2,961
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Odd Racial/Unique Tech Reqs
hey, thats a good idea. i have often wished racial techs could be captured or shared, and i think other people have too.
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
|
September 4th, 2002, 09:00 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Odd Racial/Unique Tech Reqs
SJ, Organic Armor doesn't show up in the research window, but the components are available to be built.
|
September 4th, 2002, 09:59 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Odd Racial/Unique Tech Reqs
Quote:
SJ, Organic Armor doesn't show up in the research window, but the components are available to be built.
|
I believe that IS what I said...
Type Bs can't be researched, only stolen. Therefore they do not show up in the research window.
If you want it to show in the research window, change it to a type C.
EG: Racial -> Normal -> Normal -> O.A component.
__________________
Things you want:
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|