Author Topic: Forced Low Tech Races  (Read 1411 times)

0 Members and 1 Guest are viewing this topic.

Offline starburst (OP)

  • Able Ordinary Rate
  • s
  • Posts: 4
Forced Low Tech Races
« on: March 25, 2016, 04:26:21 AM »
I've tried to find out more about how the Forced Low Tech Races option works in previous messages but can't.
(other the . 6 announcement) .

If this option is checked, does it mean the exploration generated NPR's all start non-tr but DO have the ability to go Trans ?
Or does it mean the ONLY trans will be the # selected in "the number NPR races" field.

If the latter is true, would increasing this above 1 help or would it be a processing time disaster ?

Thanks in advance


 

Offline MarcAFK

  • Vice Admiral
  • **********
  • Posts: 2005
  • Thanked: 134 times
  • ...it's so simple an idiot could have devised it..
Re: Forced Low Tech Races
« Reply #1 on: March 25, 2016, 04:42:17 AM »
That option will affect all races generated while the option is set, if you turn it on at game generation then the starting NPRs will all be low tech too. After this the setting will affect all subsequently generated NPRs, including those spawned due to NPR exploration. As you assumed, low tech NPRs are completely incapable of advancing to TNI.
" Why is this godforsaken hellhole worth dying for? "
". . .  We know nothing about them, their language, their history or what they look like.  But we can assume this.  They stand for everything we don't stand for.  Also they told me you guys look like dorks. "
"Stop exploding, you cowards.  "
 

Offline starburst (OP)

  • Able Ordinary Rate
  • s
  • Posts: 4
Re: Forced Low Tech Races
« Reply #2 on: March 25, 2016, 05:12:08 AM »
Thought so.   In your opinion (or from other veterans), would setting the initial (TR) NPR # higher than 1 be a serious processing load or
since the non-tr option for subsequent NPRs means they don't expand past their system, would it reduce the processing
 load to a respectable level   ?

Edit: One other thing, what if you gift them TR ?, or are they just flagged as unable to use it regardless.
« Last Edit: March 25, 2016, 06:03:57 AM by starburst »
 

Offline AL

  • Captain
  • **********
  • A
  • Posts: 561
  • Thanked: 18 times
Re: Forced Low Tech Races
« Reply #3 on: March 25, 2016, 06:57:27 AM »
As far as I know the AI doesn't know how to handle anything it didn't design or research itself, so giving them TN tech wont do anything.
 

Offline MarcAFK

  • Vice Admiral
  • **********
  • Posts: 2005
  • Thanked: 134 times
  • ...it's so simple an idiot could have devised it..
Re: Forced Low Tech Races
« Reply #4 on: March 25, 2016, 09:41:59 AM »
They lack the AI to do anything with TNI tech, maybe when C# Aurora is released steve will add the necessary coding.
" Why is this godforsaken hellhole worth dying for? "
". . .  We know nothing about them, their language, their history or what they look like.  But we can assume this.  They stand for everything we don't stand for.  Also they told me you guys look like dorks. "
"Stop exploding, you cowards.  "
 

Offline Garfunkel

  • Registered
  • Admiral of the Fleet
  • ***********
  • Posts: 2791
  • Thanked: 1052 times
Re: Forced Low Tech Races
« Reply #5 on: March 27, 2016, 03:52:15 PM »
If you want to be sure that there are multiple low tech races in your game, then tick that box and make the NPR number 20. Since they do not explore or even have planetary tracking stations, they do not encumber your game at all. Then you can untick the box at some point when you want a high tech NPRs to form as well. The low tech NPR will always remain low tech - there is no uplifting aside from SM tricks.