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Old July 16th, 2003, 10:30 PM

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Default A Mod idea to resolve disparity of unique race tech

If this is impossible, ignore, if not, please feel free to implement as you see fit.

There seems to be a bit of debate over which racial techs are the best, which are over powered, undervalued, etc.

So I had an idea, if it has been done before, please provide directions to the mod that allows it.

Create separate tech trees that mimic the current Racial tech trees that are open to all players.

What I am imagining is that Player Joe chooses the 'Religious' trait. He spends the 1500 points for it (or whatever). In game, he researches the Religious tech tree, and has access to all the fruits of that tree. Now Player Joe want's to research the Temporal tech tree, well he can, but it costs 10x (or whatever) the amount in research that someone with the Temporal trait would pay, and/or Player Joe only gets 'crippled' Versions of the technology (perhaps the Temporal Space yards work slightly better than standard space yards, but worse than a full temporal Space yard built by a Temporal race).

Perhaps it could be set up in such a way that research, or trading of racial tech automatically relates into the new tech tree for non-trait races. So if Player Joe trades Religious tech to another non-religious race, they get a tech advancement in the non-racial Religious tech tree. Or say Player Joe captures a Psychic race ship, and analyzes it, Player Joe would get a tech advancement in the non-racial Psychic tech tree.

The overall idea though is that sentient races can at the very least 'understand' the tech, but they just aren't quite as effective with it.

Comments, suggestions?
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  #2  
Old July 16th, 2003, 11:24 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: A Mod idea to resolve disparity of unique race tech

That is all moddable, but hasn't been actually done to my knowlege.

I included weakened Versions of the Ruins-tech Planetary shield generators in P&N, but not racial techs.
(To me, Racial techs are hardwired into a race's biology or society) What good is a TK projector if you have no crew with telekinesis to use it?
What good is a temple that nobody visits or believes in?

Now,
For the first way, just copy all the components, and copy the tech areas, renaming them and weakening them if you like.
Simple grunt work.

For the other one, take note of the following:
Start with three techs; A, B and C
Tech A is a racial tech, B and C are not.
Tech B requires some level (eg. 2) of Tech A.
Tech C requires some level (eg. 2) of Tech B.
Consider a race without the racial tech trait.

- Tech A can never be researched or stolen.
- Tech B can never be researched, but CAN be stolen.
- Tech C CAN be stolen, and CAN be researched once level 2 of Tech B has been stolen.

[ July 16, 2003, 22:25: Message edited by: Suicide Junkie ]
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  #3  
Old July 16th, 2003, 11:58 PM
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narf poit chez BOOM narf poit chez BOOM is offline
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Default Re: A Mod idea to resolve disparity of unique race tech

never mind

[ July 16, 2003, 22:59: Message edited by: narf poit chez BOOM ]
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Old July 17th, 2003, 12:11 AM
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Default Re: A Mod idea to resolve disparity of unique race tech

Quote:
Originally posted by Suicide Junkie:
That is all moddable, but hasn't been actually done to my knowlege.

I seem to recall that somebody tried it. But it worked in a strange way, something about it interfereing with other research, or repairs of racial techs never happening, or some such.
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Old July 17th, 2003, 03:39 PM
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Default Re: A Mod idea to resolve disparity of unique race tech

Of course...
If you don't have the tech for the fullVersion component, you can't repair them. You can only fix your cheap Versions.

It wouldn't interfere with other research unless they had the same name, or an AI was configured badly for it.
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