quote:
Originally posted by suicide_junkie:
Tech A is a racial tech
Tech B is a normal tech that requires tech A, level 1
Tech C is a normal tech that requires tech B, level 1
Results:
-you CANNOT steal tech A
-you CANNOT research tech A
-you CAN steal tech B
-you CANNOT research tech B
-you CAN steal tech C
-you CAN research tech C, if you have stolen tech B, level 1
Ok I think it must have been you I got the idea from SJ? I haven't seen that I can research tech C but I haven't tried to acquire B through espionage or other means yet. I can't currently repair Xiati ships since most of them use level 3 temporal weapons, but one more capture oughta fix that. Anyhow here's a couple of examples of what I did.
This is the unique racial tech that opens up the entire field, I've left it alone.
Name := Temporal Studies
Group := Theoretical Science
Description := The study of temporal phenomenon and manipulation.
Maximum Level := 2
Level Cost := 50000
Start Level := 0
These are the intermediate tech fields that open up the actual fields that allow you to build temporal facilities and weapons. The racial area flags are set to 0. They depend on the above unqiue theoretical racial tech.
Note: most racial areas only need one intermediate tech, but the temporal field had the actual weapons and technology techs keyed off of two different levels in temporal studies so I tried to keep it the same.
Name := Temporal Tech Intermediate
Group := Applied Science
Description := Junk Tech Level
Maximum Level := 1
Level Cost := 1
Start Level := 0
Raise Level := 0
Racial Area := 0
Unique Area := 0
Can Be Removed := True
Number of Tech Req := 1
Tech Area Req 1 := Temporal Studies
Tech Level Req 1 := 1
Name := Temporal Weapons Intermediate
Group := Applied Science
Description := Junk Tech Level
Maximum Level := 1
Level Cost := 1
Start Level := 0
Raise Level := 0
Racial Area := 0
Unique Area := 0
Can Be Removed := True
Number of Tech Req := 1
Tech Area Req 1 := Temporal Studies
Tech Level Req 1 := 2
Raise Level := 0
Racial Area := 3
Unique Area := 0
Can Be Removed := False
Number of Tech Req := 0
These are the actual tech fields that give you the goodies. Again I set the racial flags for these to zero.
Name := Temporal Technology
Group := Applied Science
Description := Science of altering time streams to produce specific results.
Maximum Level := 6
Level Cost := 50000
Start Level := 0
Raise Level := 0
Racial Area := 0
Unique Area := 0
Can Be Removed := True
Number of Tech Req := 1
Tech Area Req 1 := Temporal Tech Intermediate
Tech Level Req 1 := 1
Name := Temporal Weapons
Group := Weapon Technology
Description := Weapons which use temporal manipulation to cause ill effects.
Maximum Level := 7
Level Cost := 25000
Start Level := 0
Raise Level := 0
Racial Area := 0
Unique Area := 0
Can Be Removed := True
Number of Tech Req := 1
Tech Area Req 1 := Temporal Weapons Intermediate
Tech Level Req 1 := 1
All you have to do is remember to add the intermediate techs to the AI's research queues. I left the psychic and relgious fields alone since that seems to be more reliant on the actual biology and deep seated beliefes of the race. Would seem sort of hard to reverse engineer those techs. This does have some weird side effects if you play with the high tech player setting, you have access to all the unique racial weapons and techs. So far its working ok for me I can capture enemy ships with racial techs reverse engineer the first few and I can build ships using their techs which hopefully means I can repair damaged ships I capture or upgrade captured ships with better engines and sensors/ECM, which was pretty much my original intention
Here's what I did with the organic and crystalline techs.
Name := Crystallurgy
Group := Theoretical Science
Description := The science of manipulating crystals and their resonance waves.
Maximum Level := 1
Level Cost := 50000
Start Level := 0
Raise Level := 0
Racial Area := 4
Unique Area := 0
Can Be Removed := False
Number of Tech Req := 0
Name := Crystal Intermediate
Group := Applied Science
Description := Junk Tech Level
Maximum Level := 1
Level Cost := 1
Start Level := 0
Raise Level := 0
Racial Area := 0
Unique Area := 0
Can Be Removed := True
Number of Tech Req := 1
Tech Area Req 1 := Crystallurgy
Tech Level Req 1 := 1
Name := Crystalline Technology
Group := Applied Science
Description := Science of using crystalline materials for construction of devices.
Maximum Level := 6
Level Cost := 50000
Start Level := 0
Raise Level := 0
Racial Area := 0
Unique Area := 0
Can Be Removed := True
Number of Tech Req := 1
Tech Area Req 1 := Crystal Intermediate
Tech Level Req 1 := 1
Name := Crystalline Weapons
Group := Weapon Technology
Description := Weapons using the directed resonance waves of crystals.
Maximum Level := 10
Level Cost := 20000
Start Level := 0
Raise Level := 0
Racial Area := 0
Unique Area := 0
Can Be Removed := True
Number of Tech Req := 1
Tech Area Req 1 := Crystal Intermediate
Tech Level Req 1 := 1
Name := Organic Engineering
Group := Theoretical Science
Description := The technology of designing and creating organic forms to serve specific needs.
Maximum Level := 1
Level Cost := 50000
Start Level := 0
Raise Level := 0
Racial Area := 5
Unique Area := 0
Can Be Removed := False
Number of Tech Req := 0
Name := Organic Intermediate
Group := Applied Science
Description := Junk Tech Level
Maximum Level := 1
Level Cost := 1
Start Level := 0
Raise Level := 0
Racial Area := 0
Unique Area := 0
Can Be Removed := True
Number of Tech Req := 1
Tech Area Req 1 := Organic Engineering
Tech Level Req 1 := 1
Name := Organic Technology
Group := Applied Science
Description := Advanced utilization of organic forms to create structures.
Maximum Level := 6
Level Cost := 50000
Start Level := 0
Raise Level := 0
Racial Area := 0
Unique Area := 0
Can Be Removed := True
Number of Tech Req := 1
Tech Area Req 1 := Organic Intermediate
Tech Level Req 1 := 1
Name := Organic Weapons
Group := Weapon Technology
Description := Weapons using organic materials and delivery methods.
Maximum Level := 10
Level Cost := 20000
Start Level := 0
Raise Level := 0
Racial Area := 0
Unique Area := 0
Can Be Removed := True
Number of Tech Req := 1
Tech Area Req 1 := Organic Intermediate
Tech Level Req 1 := 1