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  #41  
Old December 20th, 2001, 08:05 PM
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Default Re: SE IV Gold: Starting tech levels? Yes or No?

quote:
I did a quick test of my idea of three seperate Fighter Tech Areas instead of one area with three levels. Works fine for the components. The only change required there is the Tech Area Requirement as I expected. Now all I have to do is repeat 500 times for all the other components.
I really suggest you write a small program to do that work for you, or, wait a few days for me to write the program for you
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  #42  
Old December 20th, 2001, 09:05 PM
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Default Re: SE IV Gold: Starting tech levels? Yes or No?

quote:
Originally posted by suicide_junkie:
I really suggest you write a small program to do that work for you, or, wait a few days for me to write the program for you

That would be awesome if you could put something together that would rewrite the TechArea.txt and Components.txt files. Ooo, could it do the AI research files too? That would be super swell.

I am trying to learn some programming, but really just got started and wouldn't have a clue how to do something like this. Well maybe a clue, but that's about it.

A program would be great too cause we could update it easily for Gold then instead of having to do it all over again.

I don't know how Mark feels, but I don't see a big rush. I guess we could release this without waiting for the Required Trait field in the Racial Traits text file, but I don't think it will take off until then. Too many ways for players to abuse it.

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  #43  
Old December 20th, 2001, 09:29 PM

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Default Re: SE IV Gold: Starting tech levels? Yes or No?

"I guess we could release this without waiting for the Required Trait field in the Racial Traits text file, but I don't think it will take off until then."

MM's fixing that? How about the other restrictons?

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  #44  
Old December 20th, 2001, 09:37 PM
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Default Re: SE IV Gold: Starting tech levels? Yes or No?

I don't know if he is going to fix it or not. I requested it. But I request a lot of things. Some he does, some he doesn't.

I did get confirmation though that the limit on Racial Techs is like components. 64000-something. Shouldn't be a problem for this idea.

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  #45  
Old December 21st, 2001, 03:28 AM

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Default Re: SE IV Gold: Starting tech levels? Yes or No?

Great!
Don't listen to a thing I post for 8 hours or so -I have been drinking with Andy( This post took 25 mins to type)
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  #46  
Old December 21st, 2001, 09:08 PM

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Default Re: SE IV Gold: Starting tech levels? Yes or No?

OK I'm feeling a bit better now.

Just to twist the intention of this thread even further:

Does anyone know a way to imbue a race with a "special" like movement bonus, immunity to plague etc once the game is in progress?
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  #47  
Old December 21st, 2001, 10:53 PM
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Default Re: SE IV Gold: Starting tech levels? Yes or No?

quote:
Originally posted by Mark Walton:
Does anyone know a way to imbue a race with a "special" like movement bonus, immunity to plague etc once the game is in progress?


You can modify the RacialTraits.txt file during the game, you just can't add or remove Racial Traits from the file or you won't be able to load the game file. You can change the Trait Type though and affect what the player actually gets for having that Racial Trait.

So if you wanted to do this you would set the Racial Traits file up with some dummy Racial Traits and assign those to a particular player. Then you later you change the Trait type to what you want them to have.

Once you make the change on the Host though you will have to send the players the new RacialTraits.txt file or the data file cheat check will not allow them to play their turn.

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  #48  
Old January 4th, 2002, 03:17 AM

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Default Re: SE IV Gold: Starting tech levels? Yes or No?

This topic is kind of old, but I wonder how much work it would be for the starting number of research points to be adjustable? The 20k starting research points in a low tech game. If it were it would be round two instead the beginning of the game that everyone recieved the tech.

I also wonder if the choice of projects by the AIs are determined by the usual research mechanism or a special one set up for the game opening. If it's the usual AI, then it shouldn't be too painful.

Thu
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  #49  
Old January 4th, 2002, 03:25 AM
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Default Re: SE IV Gold: Starting tech levels? Yes or No?

You can do a high resource start and you will get 100,000 research points along with 100K of each resource. The AI uses their normal research scripts at the game start, but since they only queue a couple of projects they might lose a few points. Wouldn't be the end of the world though.

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  #50  
Old January 4th, 2002, 04:49 AM
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Default Re: SE IV Gold: Starting tech levels? Yes or No?

In regards to the special attribute would this be because of a new found ruin or tech that allows this. In a game (like Leagacy of Ancients) with a DM type host this coudl be very cool. Other players could look at the file to see what hte other person got so it would defeat any surprise. Also, could you make special intel projects, wih a dummy one that tells the host that the personactually spent htem and then the host could make the neceasary changes to the affected empire. just a thought.
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