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March 9th, 2001, 07:14 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Toledo, OH
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\"petition\" for MM to add starting techs
How many other players would like to see MM add the option for selecting starting tech levels like in SE3?
I think if a lot of people are interested there's a really good chance MM will add this feature; they're great about responding to requests. We just need to show them that there is a lot of interest in this feature.
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Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
__________________
Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
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March 9th, 2001, 07:31 PM
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Private
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Join Date: Jan 2001
Location: Boston, MA USA
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Re: \"petition\" for MM to add starting techs
Right now there already is a screen with all the tech areas listed so you can turn them on or off. This is a good start.
However I totally agree with you. Instead of there being a simple on/off bit, there should be two "spin control" number boxes. The first being the start level for technology and the second being the max level allowed for that techonology in the current game.
Both of these things can be done by manually editting data\TechArea.txt. However this is a royal pain in the @$$ to do for every game. (Assuming you don't always want the same starting or max techs).
[This message has been edited by Lastseer (edited 09 March 2001).]
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March 9th, 2001, 07:35 PM
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Colonel
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Join Date: Jul 2000
Location: Montevideo Uruguay
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Re: \"petition\" for MM to add starting techs
I'm with you!
The current options to select the starting tech levels, are not enough: currently only you can play games with low starting tech, or with all the tech.
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March 9th, 2001, 07:43 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: \"petition\" for MM to add starting techs
I believe what Spoo means, is that everybody gets to choose DIFFERENT starting techs, as in SE3.
So, My pirates would start with ship capture LEV 2 & shield depleters Lev 3, while somebody else starts with propulsion 6, and a third race goes for ship con. 4
How about letting races spend racial points to get starting techs. EG. spend 100 points in pre-research, and you get 10,000 research points worth of extra starting tech. (good for level two DUCs)
The other way to fix this is to allow the research to do multiple levels in one turn (ie. the starting 100k research could be put all into ship construction, resulting in SC lev 4 on turn 2)
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Flexible starting techs chosen upon race creation would be great!
VOTE YES!
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March 9th, 2001, 07:48 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
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Re: \"petition\" for MM to add starting techs
You can sort of do that now. Start with medium or low tech and change starting resources to 100,000. This gives you 100,000 bonus research points to spread out on the first turn. If you add God Emperor mod with destroyers and PD at start you can get quite a variety of starting techs.
It's not perfect but it does provide some alternate ways to start.
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March 9th, 2001, 08:00 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: \"petition\" for MM to add starting techs
Yeah, but as I said You would need to allow someone to research two levels on tech X in one turn.
Otherwise, you don't get much specialization. Everybody will do one ship con, one weapon tech, etc.
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