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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2130
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Is there support for different techtrees for different empires? Weapons and propulsion would be the main differences I guess, but a lot could be made different like availability timing. Minors could have their own techtree (one for all), with their own basic structures and the race specific items (structures and ships) would be filtered by a pre-req race tag.
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| 13 Jul 2010, 15:42 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2934
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_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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| 13 Jul 2010, 16:00 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2130
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Untradable racial techs. 
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| 13 Jul 2010, 16:04 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2934
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_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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| 13 Jul 2010, 17:35 |
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AlexMcpherson
Ensign
Joined: 10 Apr 2010, 16:28 Posts: 138
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| 13 Jul 2010, 19:10 |
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Matress_of_evil
Evil Romulan Overlord of Evil - Now 100% Faster!
Joined: 02 Dec 2004, 01:00 Posts: 7801 Location: Returned to the previous place.
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| 13 Jul 2010, 20:00 |
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AlexMcpherson
Ensign
Joined: 10 Apr 2010, 16:28 Posts: 138
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| 13 Jul 2010, 22:33 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2130
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| 14 Jul 2010, 11:04 |
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Matress_of_evil
Evil Romulan Overlord of Evil - Now 100% Faster!
Joined: 02 Dec 2004, 01:00 Posts: 7801 Location: Returned to the previous place.
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Race-specific tech names would likely be the easiest way to go. And if possible, i'd have race specific descriptions. That way you could replace Phaser with Disruptor to avoid some of the issues .Iceman mentioned, although i'd be happy enough to rewrite the descriptions from scratch if need be.
...But this doesn't get around the tech trading issue hehe.
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| 14 Jul 2010, 11:11 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2934
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_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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| 14 Jul 2010, 18:59 |
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vjeko1701
Crazed Emissary of the Photoshop
Joined: 13 Mar 2009, 20:17 Posts: 2092 Location: Krapina, Croatia
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| 14 Jul 2010, 19:10 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2934
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_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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| 14 Jul 2010, 19:34 |
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AlexMcpherson
Ensign
Joined: 10 Apr 2010, 16:28 Posts: 138
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Thankfully you're 29, right?  Just joking Mr T. Six.
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| 14 Jul 2010, 22:21 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2130
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| 15 Jul 2010, 11:22 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2130
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| 15 Jul 2010, 11:28 |
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AlexMcpherson
Ensign
Joined: 10 Apr 2010, 16:28 Posts: 138
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One advantage to tradable tech:
Using a races' version of tech that may be better than yours.
Lets say...
Trade tech: Cloaking Technology.
Maybe an option to apply it to upto 3 classes of ships? Or a maximum number of individual Starships (which is where the 'Fleet summary' suggestion from the other thread comes in!)
Also, Multi-race ship designs.
Klingon and Romulan perspective, Romulans get a specific tech through 'alliance' with Klingons, and can build D7's, and get to build K'Tingas afterward.
I've got GalCiv2 Ultimate edition, so yes, it is in there.
Or from the player-as-feds perspective (as usual...)
Alliance with Romulans: You get to build a only-one-at-any-time ship with cloak (aka the USS Defiant) TRaded tech from Romulans: You can supplement your intelligence-gathering tech with additional stuff from researching the tech. similar to 'shared intel' in alliance, only you dont necessarily have to have an alliance to get a similar boost.
Klingons... Boost to farming? Based on a "The Hunting Farms have been a hit with populations tired of the same old Replicator-fashioned foodstuffs." Or advanced shield or engineering-related stuff ala a klingon ship that got hit by but wasnt affected by a breen weapon.
Cards... Better training facilities?
Dom... Long-range transporters to boost trade lanes or something? i.e. "hey, these planets are close enough, only 2 sectors apart, and one's low on food, the other has plenty!"
Cards...
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| 15 Jul 2010, 18:56 |
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Zeleni
Aesthetics Surgeon
Joined: 24 Oct 2006, 01:00 Posts: 1349 Location: Croatia
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I'm outa of this project if something is going to change again... 6 years of changes is enough for me.
_________________ Carpe Diem
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| 15 Jul 2010, 22:10 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2934
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_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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| 15 Jul 2010, 22:33 |
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SonOfMogh
Lieutenant Commander
Joined: 20 Sep 2004, 01:00 Posts: 690 Location: UK
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_________________ Who says there's never a Klingon around when you need one.
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| 15 Jul 2010, 22:35 |
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Zeleni
Aesthetics Surgeon
Joined: 24 Oct 2006, 01:00 Posts: 1349 Location: Croatia
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_________________ Carpe Diem
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| 15 Jul 2010, 22:44 |
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Matress_of_evil
Evil Romulan Overlord of Evil - Now 100% Faster!
Joined: 02 Dec 2004, 01:00 Posts: 7801 Location: Returned to the previous place.
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I've been here all along. Well, not as long as SOM, but almost as long. I guess i'm lucky enough to be resistant to that sort of pain.  Now, about changing the shiplist... 
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| 15 Jul 2010, 23:04 |
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vjeko1701
Crazed Emissary of the Photoshop
Joined: 13 Mar 2009, 20:17 Posts: 2092 Location: Krapina, Croatia
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Working on both klingon and feds shiplist, finished rebalancing klingon shiplist to match the latest models and tech levels, now going to do the same with the feds.
Would you guys mind if every shiplist is not the same? Like the Klingons get Attack Cruiser I in the first era while some other race in the third era..... That was just an example but I think it would bring diversity and realism to the game.
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| 16 Jul 2010, 09:39 |
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Zeleni
Aesthetics Surgeon
Joined: 24 Oct 2006, 01:00 Posts: 1349 Location: Croatia
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I would leave shiplist for future, our 2d images should be representation of 3d models in our stock, for feds we have dafedz models and he promised me that he will take brand new renders. Though before 3d engine is created we can use any 2d ship image cause isn't important at moment.
_________________ Carpe Diem
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| 16 Jul 2010, 09:47 |
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vjeko1701
Crazed Emissary of the Photoshop
Joined: 13 Mar 2009, 20:17 Posts: 2092 Location: Krapina, Croatia
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Well, if you take a look at my Klingon shiplist thread you'll see that we have almost all models I put in there. Maybe four models are missing.
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| 16 Jul 2010, 09:55 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2130
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| 16 Jul 2010, 10:47 |
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dafedz
Supreme Architect
Joined: 20 Dec 2004, 01:00 Posts: 372 Location: Sol 3
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_________________ dafedz = The Federation dummy! (da fedz= the Feds) :D
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| 20 Jul 2010, 17:28 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2130
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Well, Mike has been saying he wants a proper techtree in the game for at least well over a year. This is not really anything new, so I don't really understand the fuss.
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| 21 Jul 2010, 09:46 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2934
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_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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| 26 Jul 2010, 15:39 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2130
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I'm taking a shot at it. Some things don't help though, like canon, the current format and the hundreds of tech objects in the game.
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| 26 Jul 2010, 16:34 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2934
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_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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| 26 Jul 2010, 17:15 |
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