View Full Version : No tech trading and Intel Options
GuyOfDoom
June 5th, 2007, 03:32 AM
I've heard a few of the options available at game creation still do nothing. I was curious if anyone knows if the disable tech trading and no intelligence projects options actually work.
Q
June 5th, 2007, 05:56 AM
"No intel projects" works in the sense that you cannot perform any intel projects but you still can research intel and build the intel facilities, which is of course a waste of resources.
I reported this bug to MM.
Never tried the "no tech trading" option.
GuyOfDoom
June 6th, 2007, 03:00 PM
Thanks for the info.
Anybody confirm the tech trading button?
Suicide Junkie
June 6th, 2007, 06:49 PM
Q said:
"No intel projects" works in the sense that you cannot perform any intel projects but you still can research intel and build the intel facilities, which is of course a waste of resources.
I reported this bug to MM.
Never tried the "no tech trading" option.
You can't just not allow intel research or intel facilities.
Mainly because there is no real way to tell what IS an intel tech area or what is an intel facility.
If a facility produces 500 research and 500 intel at the same time, are you not allowed to build it?
If the tech area that lets you build intel facilities also gives you a cloaked "spy satellite" hull, are you allowed to research it?
narf poit chez BOOM
June 6th, 2007, 07:17 PM
Let the mod maker decide.
DeadZone
June 7th, 2007, 01:28 AM
To fix SJs thought, it would work if Aaron had it so it removes the intel ability from any facs with it, and if the fac has no other abilities, its removed from the game
(But, obversly, the game will need to tell the difference between actual abilities & ones used as dummies for descriptions/etc)
After that, the game can check if researching intel will give anything (non-intel bonuses, other facs/units, etc), which in stock the answer is no, so the research path is removed
Its pretty doable, and of course, can be expanded to match more than just intel
Just acase of if Aaron feels its worth the time programming it
Q
June 7th, 2007, 07:28 AM
Suicide Junkie said:
Q said:
"No intel projects" works in the sense that you cannot perform any intel projects but you still can research intel and build the intel facilities, which is of course a waste of resources.
I reported this bug to MM.
Never tried the "no tech trading" option.
You can't just not allow intel research or intel facilities.
Mainly because there is no real way to tell what IS an intel tech area or what is an intel facility.
If a facility produces 500 research and 500 intel at the same time, are you not allowed to build it?
If the tech area that lets you build intel facilities also gives you a cloaked "spy satellite" hull, are you allowed to research it?
What is more important: a bug in the standard game that causes quite significant problems to the already weak AI or a problem in some not yet existing (as far as I know) mods?
se5a
June 7th, 2007, 07:43 AM
stock sucks.
it actualy sounds easyer to get an AI check to see if intel is allowed.
Suicide Junkie
June 7th, 2007, 09:12 AM
Q said:
What is more important: a bug in the standard game that causes quite significant problems to the already weak AI or a problem in some not yet existing (as far as I know) mods?
That's the kind of thinking which gets you in trouble in the first place.
Never fix a performance issue with a kludge that will break things and cause massive rework down the road.
Q
June 7th, 2007, 12:21 PM
Well anyway it worked in SE IV quite well as far as I remember with no complaints of modders.
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