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  #1  
Old July 13th, 2002, 03:24 PM

tesco samoa tesco samoa is offline
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Default Tech-Grid-Mod

Hello Everyone. The Official Tech-Grid-Mod thread.

Mac and myself have begun the work on this mod.

It is as it sounds. A tech grid mod

Here is an example of how a item will look like in the upcoming pbw mod.

Name := Cruiser
Short Name := Cruiser
Description :=
Code := CR
Primary Bitmap Name := Cruiser
Alternate Bitmap Name := Cruiser
Vehicle Type := Ship
Tonnage := 500
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 0
Engines Per Move := 1
Number of Tech Req := 1
Tech Area Req 1 := Ship Construction
Tech Level Req 1 := 5
Tech Area Req 2 := Industry
Tech Level Req 2 := 6
Tech Area Req 3 := Construction
Tech Level Req 3 := 6
Tech Area Req 4 := Space Yards
Tech Level Req 4 := 2
Number of Abilities := 0

More to come. And Updates will be posted here.
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  #2  
Old July 14th, 2002, 06:18 AM
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Default Re: Tech-Grid-Mod

I am assuming by Tech-Grid-Mod, you mean that items will require various levels in a variety of tech areas rather than one or two as is normal with SE:IV? At least it looks that way from your example.
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  #3  
Old July 14th, 2002, 10:35 AM
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Default Re: Tech-Grid-Mod

I would assume that since that's what he's been talking about making for weeks in the IRC channel, that is what he means.
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  #4  
Old July 14th, 2002, 12:29 PM

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Default Re: Tech-Grid-Mod

Quote:
Originally posted by tesco samoa:
Hello Everyone. The Official Tech-Grid-Mod thread.

Mac and myself have begun the work on this mod.

It is as it sounds. A tech grid mod

Here is an example of how a item will look like in the upcoming pbw mod.

Name := Cruiser
Short Name := Cruiser
Description :=
Code := CR
Primary Bitmap Name := Cruiser
Alternate Bitmap Name := Cruiser
Vehicle Type := Ship
Tonnage := 500
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 0
Engines Per Move := 1
Number of Tech Req := 1
Tech Area Req 1 := Ship Construction
Tech Level Req 1 := 5
Tech Area Req 2 := Industry
Tech Level Req 2 := 6
Tech Area Req 3 := Construction
Tech Level Req 3 := 6
Tech Area Req 4 := Space Yards
Tech Level Req 4 := 2
Number of Abilities := 0

More to come. And Updates will be posted here.
Umm, not to be picky, but:
Number of Tech Req := 1

should be:
Number of Tech Req := 4

I think, anyway....

I had been toying with this idea myself for a while now. I would be willing to help out a little, if you like. I don't have much time to give, and no experience. But every little bit helps, right?

[ July 14, 2002, 11:30: Message edited by: dumbluck ]
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  #5  
Old July 14th, 2002, 12:30 PM
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Default Re: Tech-Grid-Mod

It should be that, yes. But Tesco has some hidden plan that we don't know of yet.
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  #6  
Old July 14th, 2002, 12:32 PM

dumbluck dumbluck is offline
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Default Re: Tech-Grid-Mod

Wow, IF! between the time I hit post reply, edit, type a couple more lines, and post reply again, you've already replied to my initial post!!!
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  #7  
Old July 14th, 2002, 08:27 PM

tesco samoa tesco samoa is offline
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Default Re: Tech-Grid-Mod

that was a typo. But just an example of what it will be like. I have not really got around to deigning the ships yet.

I have started with Industry 1 which gives you your basic mining, research and space yard. And I am currently expanding from that direction and doing a family at a time.

Mac will be helping.

Dumb luck that would be good if you want to help out.
I don't know what yet because the concept is just in the initial stages.

I think the hard part will be the weapons. Since there will be many different Version of each weapon, based on the different weapon and theory tree's that are researched. ( Yep Range, Power, size and speed ).

That is where I will need the help.

The overall concept of this mod is to place more emphasis on the theory of the research areas and an expected outcome. And to make the game's tech tree get to a point where it will become almost impossible to research everything.

THe other concept of this mod is to create a game where research stragety is linear for a short period of time. Then as the braches open up, short medium and long term goals must be measured against current events and situation.

This mod will not be designed for short and dirty games. But for long epic games.

Hope that helps.

[ July 14, 2002, 19:29: Message edited by: tesco samoa ]
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  #8  
Old July 14th, 2002, 09:16 PM

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Default Re: Tech-Grid-Mod

I can say right now that what you're planning is going to have a lot of grunt work; be careful with the initial values because going back later means changing 50+ entries (and that was just for a 2 tech area missile!)

Good luck!

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  #9  
Old July 15th, 2002, 01:05 AM

Baron Munchausen Baron Munchausen is offline
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Default Re: Tech-Grid-Mod

I'm curious if you will be able to keep track of the real research cost of various techs as you add all these 'extra' requirements. Sure, it's fun to make up a bunch of extra sciences that have to be researched to get things, but when you have to actually play the game with all these complictaed requirements will it still be playable? I'll be interested to hear how it works out...

[ July 15, 2002, 00:10: Message edited by: Baron Munchausen ]
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  #10  
Old July 15th, 2002, 04:10 AM

tesco samoa tesco samoa is offline
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Default Re: Tech-Grid-Mod

most of the sciences are there aready.

It will get hard with the weapons.

But with everything else it should be ok.

Those new mod helper programs make everything alittle easier.

But I will post here.

ANd talk about it on #se4.

Dumbluck your in for the whole thing if you want.

Send me a private message with your email.

and I will contact you.

3 people will be very good for the development of the mod.

Especially for voting on issues. and watching the cost vs production ratio's
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