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March 9th, 2001, 11:30 PM
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Corporal
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Join Date: Mar 2001
Location: lansing,michigan, usa
Posts: 78
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Re: \"petition\" for MM to add starting techs
I cast my vote for everyone choosing different starting techs at the beginning. I may be an extremist but I think even colonization tech should be optional.
Maybe we could operate on a point system, first tech level of each type being cheapest to buy at the games start, and higher levels costing more once you've bought the prerequisites.
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March 10th, 2001, 06:34 AM
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Lieutenant Colonel
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Join Date: Mar 2001
Location: Emeryville, CA
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Re: \"petition\" for MM to add starting techs
In my opinion, choosing your starting techs was one of the major strategic elements of SEIII, and as someone who played SEIII (as opposed to SEIV being first exposure to the series) I have always seen this as a glaring omission since the beginning of beta tests.
Yes there are ways to modify the data files to get a semi-similar effect, but it's just not the same, and as someone has already said, it's a pain in the @$$.
Plus I never did like the options of no tech, 10 turns of tech, and all tech... just seems to be a bit lopsided.
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GEEK CODE V.3.12: GCS/E d-- s: a-- C++ US+ P+ L++ E--- W+++ N+ !o? K- w-- !O M++ V? PS+ PE Y+ PGP t- 5++ X R !tv-- b+++ DI++ D+ G+ e+++ h !r*-- y?
SE4 CODE: A-- Se+++* GdY $?/++ Fr! C++* Css Sf Ai Au- M+ MpN S Ss- RV Pw- Fq-- Nd Rp+ G- Mm++ Bb@ Tcp- L+
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March 10th, 2001, 07:14 AM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: \"petition\" for MM to add starting techs
There should be a way to assign techs with "racial traits". For example, why does a race with 'Organic Manipulation' need to research biology and then biological weapons like everyone else? They should get a head start in this field, it's inherent in the definition of the racial trait. Propulsion experts should get a few extra levels of engine technology with their +1 advantage, too. You could then have racial traits that exist specifically to give some technological head start, too. Like a "Ground Pounders" (B5 anyone? )ability that gives a race troops and troop weapons on turn one.
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March 12th, 2001, 03:21 PM
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Corporal
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Join Date: Mar 2001
Location: lansing,michigan, usa
Posts: 78
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Re: \"petition\" for MM to add starting techs
I think this is supposed to be a petition, could we get some votes in, and maybe start a seperate thread discussing what techs we'd like, etc . . . for sure the pirate and nomad trees! ::grins::
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March 12th, 2001, 03:55 PM
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Colonel
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Join Date: Jan 2001
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Re: \"petition\" for MM to add starting techs
I am absolutely in favor of the petition. I liked this element in SE III very much and don't understand why it was omitted in SE IV. It would also allow futher balance for the AI empires, e.g. you could give neutral empires an important starting tech level bonus.
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March 12th, 2001, 04:18 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
It seems to me that with the starting resources option (which includes research), all that is needed to implement starting tech is to have unused research points carry from one turn to the next.
Then it may take 4-5 turns to bump propulsions 4-5 levels at the game start, but you could research the same tech multiple times (once per turn) with the starting bonus. (Which is easy to edit in one of the data files).
[This message has been edited by Lastseer (edited 12 March 2001).]
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