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  #1  
Old December 7th, 2001, 12:01 AM

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Default Re: SE IV Gold: Starting tech levels? Yes or No?

quote:
Originally posted by Phoenix-D:
Maybe. But I wouldn't want to see it done SE3 style.

Why? Well, SE3 setup, each tech level was one point. No matter if it cost 5000 research points once in-game or 10000000000000, pre-game it was the same. IMO, that was a bad idea.

Phoenix-D



I have to agree to this to a point. I liked the SE3 option of choosing starting techs and I agree that 1 point per level made it unbalanced. I would love to see the option for choosing starting techs based on their Research point cost per level. Say, start a game where everyone could start with 500,000 research points max. worth of tech. That could be just one more colonizing type or some pretty nifty weapons. I think that any more than 500,000 and you might as well play a max tech game.

Just my opinion.
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  #2  
Old December 7th, 2001, 02:42 AM

evader evader is offline
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Default Re: SE IV Gold: Starting tech levels? Yes or No?

defintly need something along those lines. As it stands now the game starts out too slow.

if its 1 point per tech or what I don't care. Just give us some control over starting tech please
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Old December 7th, 2001, 03:24 AM
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Default Re: SE IV Gold: Starting tech levels? Yes or No?

A lot of these ideas may not be included with Gold, but the more people support Aaron the greater the chance that they will all be included in SE V if produced.
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Old December 7th, 2001, 11:40 AM
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Default Re: SE IV Gold: Starting tech levels? Yes or No?

No matter how it's done, but choosing starting technologies would be very important for me. If you can make a real scenario editor all the better, but I think this would be much more work to implement.
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Old December 7th, 2001, 06:56 PM
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Default Re: SE IV Gold: Starting tech levels? Yes or No?

All we need is for MM to put in an option to allow save/read gamefiles as ASCII. Judging from historical precedent with other games, someone else will then quickly write a shareware scenario editor. (Notice I say "option." During the setup of a game one could simply disable the option to save gamefiles as ASCII.)
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Old December 10th, 2001, 10:34 AM
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Default Re: SE IV Gold: Starting tech levels? Yes or No?

In theory, starting techs should be more or less modddable using racial techs. Just as one race starts with organics and another doesn't you could mod the files with a series of "parallel" racial tech areas so that a race can spend points to start with (say) fighters.

Can some more experienced modder confirm this for me? I think it would involve a lot of work.

[ 10 December 2001: Message edited by: dogscoff ]

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Old December 10th, 2001, 11:29 AM

Mark Walton Mark Walton is offline
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Default Re: SE IV Gold: Starting tech levels? Yes or No?

quote:
Originally posted by dogscoff:
[QB]In theory, starting techs should be more or less modddable using racial techs. Just as one race starts with organics and another doesn't you could mod the files with a series of "parallel" racial tech areas so that a race can spend points to start with (say) fighters.

[QB]


Not claiming to be a more experienced modder, but in my limited experience this will work- but, ther are complications.

You can copy the tech and make it race only, and copy all the components, facilities, vehiclesizes etc. so the player can use them.

However the game will see them as seperate entities, so if a player with RacialFighters captures an enemy ship with normal Fighter tech, they wil not be able to repair the fighter bays.
Also the tech will not be tradable.

// End of answer

// Start of wild fantasy

It would be good (for SE4 platinum, perhaps) to change the way tech trees work, with an extra field to say a racial tech is also researchable
- or perhaps any racial tech with a prequisite means, you can either buy the racial skill OR research the lead-in tech.

- or alter components etc to have multiple "Tech Req" blocks; if the player satisifes any of them they understand the item.

something like:

Number of Tech Req variation : 2
Number of Tech 1 Req := 1
Tech Area 1 Req 1 := Energy Stream Weapons
Tech Level 1 Req 1 := 2
Number of Tech 2 Req := 1
Tech Area 2 Req 1 := Resupply
Tech Level 2 Req 1 := 3
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