View Full Version : Tech Tree Please....
jfp3
October 28th, 2002, 04:25 AM
....can someone please direct this Newbie to a site that has a printable tech tree? I can't seem to find one anywhere.
thanx
Ragnarok
October 28th, 2002, 04:57 AM
*Points in that direction... "It's over there..."*
No, sorry man, I don't know where to find one.
Skulky
October 28th, 2002, 04:58 AM
There is a txt file that is a tech tree IIRC, and check out the newbie threads
tbontob
October 28th, 2002, 05:21 AM
I found a 19 page listing of the tech tree at
http://home.earthlink.net/~petemmer/
Slick
October 28th, 2002, 06:54 AM
You can make one yourself with the game. Start a new game, pick "players can see entire tech tree", start game, select research tab, select tech tree, click export. A .txt file will be saved on your harddrive.
Skulky
October 28th, 2002, 07:51 AM
Yeah print that 19 p sucker out, it'll be useful, and its not too hard to read.
jfp3
October 28th, 2002, 06:45 PM
Dudes Tankee Mucho!!!
...Seek and Ye Shall Find....
...Ask and Ye Shall Recieve....
Hey! It works....
Anyone up for a game?
jfp3
Stone Mill
October 28th, 2002, 06:58 PM
Play by Web is the Way to go for multi-player games!
Highly, highly recommended:
PBW (http://seiv.pbw.cc/)
Lots of games at different levels of play...
Suicide Junkie
October 28th, 2002, 07:19 PM
Yep. The only thing better is hotseat (http://invirtuo.cc/phpwiki/index.php/hotseat). http://forum.shrapnelgames.com/images/icons/icon10.gif
Andrés
October 28th, 2002, 08:00 PM
I have one in my site, although I don't know how "printable" it is.
http://se4kdy.cyberwars.com/files/
tbontob
October 28th, 2002, 10:23 PM
Originally posted by Andrés Lescano:
I have one in my site, although I don't know how "printable" it is.
http://se4kdy.cyberwars.com/files/<font size="2" face="Verdana, Helvetica, sans-serif">IIRC...I imported that to word and then printed it.
Ruatha
October 28th, 2002, 11:38 PM
The best way to view the tech tree imo is by using the two excellent programs that can be found in this forum.
SE4Mod utility (make a search or check the newbie faq for links) and the "techtreeviewer" a java program (make a search in this forum).
Otherwise you have the text files in you SE4 Gold DATA subdirectory, ie TechArea.txt, facilities.txt, components.txt
I like SE4mod utility best.
Skulky
October 29th, 2002, 07:23 AM
oops totally forgot those, yes they are great, however you can't print them out which is why i like my hyphen deliniated tree from wherever it came from.
O btw, human hotseat is great, i got my friend over here and we played 60 turns in 2 hrs!
EDIT: make that 30 turns each in 2 hrs
[ October 29, 2002, 05:24: Message edited by: Skulky ]
jfp3
October 29th, 2002, 10:26 PM
Ok...another question.
Please tell me there is an easier way to transfer fuel/supplies to advancing fleets than to have endlessly cycling Supply Ships at great cost and management. I have to sort of "leap frog" them and cycle them back and forth to keep my fleets moving. Also does anyone have some suggestions regarding what kind of support ships to add to "permantent necessity"? I currently have a CL shell modified as supply ship (Delivery Boy), also a CL repair ship (Mr. Goodwrench). Does anyone have some advice like...don't bother with certain ship types till Propulsion IV and such? Is there any point (size/armour) at which I'm guaranteed a Black Hole won't cause me problems etc....
Any and all advise appreciated. Answers here have already made this game another 100% more fun and logical.
Plenty more questions to ask so please keep checking here for me if you can gents...
jfp3
Suicide Junkie
October 29th, 2002, 10:34 PM
Is there any point (size/armour) at which I'm guaranteed a Black Hole won't cause me problems etc....<font size="2" face="Verdana, Helvetica, sans-serif">IIRC, you can survive indefinitely in a Black hole if you have:
- 32 Organic Armor III
- 4 Repair Bay IIIs
This is only possible on a Baseship, BattleStation, Starbase, or a large modded hull.
As for resupply:
1) Temporary colonies. Drop a colony ship, and E-Build a resupply depot.
2) Troops. Capture the enemy resupply depot in each system, and stock up before moving on.
3) Solar Panels. Make a bunch of very large ships full of solar panels and park them in the nearest binary or trinary system to your front lines. If you have enough, you can add them to your warfleets, and eliminate micromanagement.
Be sure they produce more than they consume each turn! Having solar sails and fewer engines will reduce your rate of supply use.
[ October 29, 2002, 20:40: Message edited by: Suicide Junkie ]
Gryphin
October 29th, 2002, 10:39 PM
I'm not sure who posted it but:
Send a colony ship with your fleet. Colonize a planet and build Resupply base.
Not easy, but one option.
capnq
October 29th, 2002, 10:47 PM
Please tell me there is an easier way to transfer fuel/supplies to advancing fleets than to have endlessly cycling Supply Ships at great cost and management. I have to sort of "leap frog" them and cycle them back and forth to keep my fleets moving. <font size="2" face="Verdana, Helvetica, sans-serif">A short-term option is to send along colonizers to set up Resupply Depots along the way.
A medium-term option is to research Astrophysics, then Stellar Harnessing, which gets you Solar Collectors, which produce supplies in systems with stars.
A long-term option is to research Resupply up to level 5, where you get Quantum Reactors, which produce infinite supplies. Is there any point (size/armour) at which I'm guaranteed a Black Hole won't cause me problems <font size="2" face="Verdana, Helvetica, sans-serif">200 points of armor will get you through a standard damaging warp point. Surviving the Black Hole itself requires 5000 points. http://forum.shrapnelgames.com/images/icons/shock.gif (These numbers may be different in some quadrant mods.)
Ruatha
October 29th, 2002, 11:28 PM
I never build resupply depots.
The first thing I research is solar panels. Two Solar panels 3 on a medium sized ship will keep it running indefinetly, sometimes you might have to stop and wait but not often.
Yes it takes some space on the ship but it's worth it. You get more productive facilities (don't need any resupply depots) and you can project force anywhere on the map.
DavidG
October 30th, 2002, 02:13 AM
Speaking of Lemmy's TechTreeViewer whatever happened to him? I don't think I've seen him here for a while.
Arkcon
October 30th, 2002, 03:38 PM
Originally posted by Ruatha:
I never build resupply depots.
You get more productive facilities (don't need any resupply depots) and you can project force anywhere on the map.<font size="2" face="Verdana, Helvetica, sans-serif">And when you get the Military alliance with the AI, you can resupply at their depots, but you don't have any for them to use. http://forum.shrapnelgames.com/images/icons/icon10.gif Keeps them from colonizing deep in your space.
Lemmy
October 31st, 2002, 02:43 AM
Originally posted by DavidG:
Speaking of Lemmy's TechTreeViewer whatever happened to him? I don't think I've seen him here for a while.<font size="2" face="Verdana, Helvetica, sans-serif">Still here, lurking once in a while...ok, everyday http://forum.shrapnelgames.com/images/icons/icon12.gif
Been busy with a big school project, which could turn out very cool if we can stick to our planning.
Dan C.
November 2nd, 2002, 07:18 AM
As I could not get the java tech tree to work (recieved a 'no class found' for main, even though the classpath was correct, and the SE4 mod wants to replace my system files which it says are out of date (likely different O/S Version). http://forum.shrapnelgames.com/images/icons/icon9.gif
I decided to write a quick C program to print out an html Version of the tech tree.
Source code: here (http://www3.sympatico.ca/dcorrin/seivtech.c)
DJGPP executable for Dos: here (http://www3.sympatico.ca/dcorrin/seivtech.exe)
Phoenix-D
November 2nd, 2002, 08:05 PM
"Don't forget ships that are retrofitted don't have supply. I'd encourage putting one where ever you have a ship yard."
This is only when you retrofit the engines AND any supply storage components; any supply stored there is lost.
Phoenix-D
Gryphin
November 3rd, 2002, 02:34 AM
Don't forget ships that are retrofitted don't have supply. I'd encourage putting one where ever you have a ship yard.
A work around might be to station a ship with a quantum reactor nearby.
jfp3
November 12th, 2002, 05:35 AM
Hey Gents....back from little trip....ok.....
..so there is no way to transfer fuel from a ship to another ship a la Stars! eh? Probably stupid question but ask I must....
jfp3
Fyron
November 12th, 2002, 05:48 AM
Fleet them together, and the supplies will be pooled and split evenly amongst all ships in the fleet at the end of the turn.
CombatSquirrel
November 12th, 2002, 07:39 AM
Originally posted by Imperator Fyron:
Fleet them together, and the supplies will be pooled and split evenly amongst all ships in the fleet at the end of the turn.<font size="2" face="Verdana, Helvetica, sans-serif">But remember that supplies always try to flow "downhill", so don't expect your big, almost empty "Delivery Boy" with get pumped up by a couple of escorts unless they are loaded with full supply storage.
CombatSquirrel
Fyron
November 12th, 2002, 09:37 AM
Hence, split evenly amongst all ships. I probably also should have added that if there are more supplies than will fit on a ship, those supplies are then evenly distributed to the remaining ships.
jfp3
November 12th, 2002, 10:01 AM
So basically then a "Fueler" type ship could group with say.....5 scouts and the scouts would recieve pretty much of a refueling?
PvK
November 18th, 2002, 06:16 AM
Yes.
Ruatha
November 18th, 2002, 01:26 PM
I think the previus answer was a bit short.
I think the answer is more like:
Actually, yes.
Gryphin
November 19th, 2002, 02:36 AM
jfp3 ,
I generally build "Fleet Oillers". Usually they are:
Early Game: Surplus Long range Escorts that are retuning to base. These will then be fleeted with Population transports to give them the range to reach far colonies.
Mid Game: Largest hull I can with as many engines and Solar Collectors I can fit.
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