Author Topic: Custom game setups - tech  (Read 1969 times)

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Offline StephR

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Custom game setups - tech
« on: December 22, 2017, 05:26:09 AM »
Hi,
This is my first post, but I have been playing the game for several years.

A feature that I have long thought would be really cool would be the ability to customise at game setup the technology that is available for the player, NPRs and spoilers.
For instance, disabling high level missile techs to create a beam dominated game (maybe to role-play a Babylon 5 game).  At present, players could choose not to use missiles but they would be hamstringing themselves because NPRs would still be able to.

What does everyone think?
 
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Offline QuakeIV

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Re: Custom game setups - tech
« Reply #1 on: December 22, 2017, 08:13:18 AM »
Makes some sense.  The ability to customize the tech tree in general would probably be quite popular.
 

Offline alex_brunius

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Re: Custom game setups - tech
« Reply #2 on: December 22, 2017, 09:39:33 AM »
I'd love to be able to restrict some techs I don't think should be common to ruin discovery only ( mesons or shields for example )
 

Offline Steve Walmsley

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Re: Custom game setups - tech
« Reply #3 on: December 23, 2017, 07:38:43 AM »
For C#, it would be relatively easy to setup an SM Tech Control Window where you could flag techs as available, ruin-only or not available.
 
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Offline BwenGun

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Re: Custom game setups - tech
« Reply #4 on: December 24, 2017, 02:29:59 AM »
For C#, it would be relatively easy to setup an SM Tech Control Window where you could flag techs as available, ruin-only or not available.

In a similar vein would it be possible to add the ability to modify the base rate at which research points are generated? In order, for example, to have a game where technological progress is slow despite large populations (40k style)?
 

Offline Zincat

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Re: Custom game setups - tech
« Reply #5 on: December 24, 2017, 04:13:39 AM »
In a similar vein would it be possible to add the ability to modify the base rate at which research points are generated? In order, for example, to have a game where technological progress is slow despite large populations (40k style)?

Well, you can control your own technology rate acquisition based on number of labs.

However I must add my voice to this. It would be AMAZING if we could set a science learning rate multiplier in the the game.

It would allow for RP of settings where you must invest a LOT and build and pay for a ton of labs, just to obtain a decent tech research speed. Right now, you can't really RP a setting where acquiring technology is super costly.
 

Offline Steve Walmsley

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Re: Custom game setups - tech
« Reply #6 on: December 24, 2017, 05:33:51 AM »
Yes, a research modifier would also be possible. In fact, a lot of modifiers on these lines are possible. Construction, Terraforming or even Engine Power.
 
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Offline BwenGun

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Re: Custom game setups - tech
« Reply #7 on: December 24, 2017, 06:58:58 AM »
Yes, a research modifier would also be possible. In fact, a lot of modifiers on these lines are possible. Construction, Terraforming or even Engine Power.

Could be an interesting feature set to add later down the line, engine power especially would be interesting, having slower engines and research, along with possibly less powerful sensors could come some way to simulating low-tech/hard sci fi settings. Coupled with deactivating jump technology until another race enters Sol and you could have some rather interesting games.
 

Offline Bremen

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Re: Custom game setups - tech
« Reply #8 on: December 24, 2017, 02:23:11 PM »
Lower engine power (which should probably be paired with lower beam tracking speed) would be an interesting beam buff as well, since it would be effectively a multiplier on beam range and allow them to get more shots at missiles and other ships as they close.
 

Offline StephR

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Re: Custom game setups - tech
« Reply #9 on: December 24, 2017, 04:58:18 PM »
Thanks for replying Steve (& everyone else too!).

I think many of the ideas expressed here (e. g.  lower tech acquisition, slower engines etc. ) could be achieved by flagging certain tech levels for specific techs as unavailable.  For example, engine tech beyond magneto-plasma drives might be unavailable.  This would create a kind of tech plateau with all species eventually having the same engine tech (although the last tech in a particular line in the current game is a plateau, in practice most games end/become unplayable long before that).
 

Online JacenHan

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Re: Custom game setups - tech
« Reply #10 on: December 24, 2017, 10:02:41 PM »
Yes, a research modifier would also be possible. In fact, a lot of modifiers on these lines are possible. Construction, Terraforming or even Engine Power.
Would it be possible to differentiate between normal techs and racial techs, so that general research could be slowed, but component development would not?
 

Offline froggiest1982

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Re: Custom game setups - tech
« Reply #11 on: January 10, 2018, 05:33:32 AM »
Quote from: Steve Walmsley link=topic=9761. msg105735#msg105735 date=1514036323
For C#, it would be relatively easy to setup an SM Tech Control Window where you could flag techs as available, ruin-only or not available.

This would be great!
 

Offline Garfunkel

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Re: Custom game setups - tech
« Reply #12 on: January 11, 2018, 06:50:16 PM »
AGreed.
 

Offline Rook

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Re: Custom game setups - tech
« Reply #13 on: February 07, 2018, 04:32:12 PM »
Yes, please!
 

Offline TMaekler

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Re: Custom game setups - tech
« Reply #14 on: February 08, 2018, 08:57:01 AM »
I don't know how far Steve would be willing to go; but having full control over the tech tree would be very nice.

Basically being able to set up how many steps one tech tree has and what modifiers are applied at each level, what RP it would cost etc.
 

 

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