Tech interrelation mod. |
I truly like the concept behind this game, but i think it need a few improvement in a few areas (and i'm not talking about the bugs hunting). Here a few ideas i'm thinking to turn into a mod :
- Making the theorical tech more useful by making them required by their related sub techs. I mean, if you don't have the high enough level in the theorical field, you can't use high level tech you researched in the sub fields. For exemple, you want to put a level ten supply storage on a ship, but you are only level 3 in construction (wich in my mod would give you access to 4 levels above the contruction tech level), you can only use level 7 storage. To use your level 10, you have to raise the Construction tech one more level. (to do)
- The structure of a component increase with it's level so ship's internals can take the higher damage the weapons can do. (done)
- Killing population takes more damage (hey, they are millions, a low level weapons should not be able to kill them so easily) making bombardment devices or troops more useful. (done)
- Increase the supply and ordnance capacity of planets so they can hold enough to resupply a few ships or the fighters / troops they hold. (done)
- Increase the production of supply and ordinance so you don't need ages to resupply a small fleets. Larger ships may take more time until you invest in resupply depots. (done)
- Ship yards produce some supply and ammos (hey, they can make fully stocked ships, they can spare some for the ships in orbit). (done)
- Decrease the % of capacity carrier and freighter (40% instead of 50%) need to of their main component. This make possible to fill them with storage and other devices. (done)
- Make the ships require number of engines related to their size (a frigate need 6, destroyer need 8, colony need 16... Dread need 20). This mean you need to disable more engines before they are stranded. Also added a minimum number of engines (half) needed for the design to be valid (so ships have a descent minimum speed). (done)
- I'm currently looking at making the new engines more appealing to use. Right now besides the bonus move (given as long as you have one of them on ship), they are not better than the cheaper, lower tech one. Why pay more if you earlier tech can do just as well? (to do)
Edit : I guess that making them more sturdy than the earlier tech can make up for their extra cost for now.
That's what i have in mind so far, but some of thoses may need me to wait for the patch as the changes are quite time consuming and the new patch may screw things up.

Ideas
Why not increase teh defense provided by shields/armor, rather than making internal structure so strong you don't really need 'em? (Or in addition). While your at it, don't forget to make shield regenerators useful again,or just rip 'em out.
On engines, why not replace bonus movement with having the higher-level engines give more speed to the ship? (If you don't want max speed increasing, you can set up the engine requirement to allow a fewer number of higher level engines while still allowing the same on lower).
There are 10 types of people in the world:
Those that understand binary, and those that don't.

Hrm
Well, what I was talking about was basicly QNP (quasi-newtonian propulsion) btw. Give larger ships higher "engine-to-move" ratios, and give varying levels of engines differen't engine amounts.
And you can mod combat move with combat movement abilities, though they don't stack unfortunatly. (That said, you *could* fake it, I think, using formulas on the hull... give each hull a combat move ability that counts the number of engines on board to determine the bonus... Holy ****, I just gave myself an idea while trying to help you! Thanks!)
That said, if you want to increase the relative strength of structure without having it skyrocket, you're just oging to have to turn the weapons down a couple of notches, 'cause they get AMAZINGLY powerful later on.
There are 10 types of people in the world:
Those that understand binary, and those that don't.

Tonnage Structure
Don't think of "tonnage structure" as how much stuff weighs, think of it as how much damage it can absorb (i. e. the materials involved have changed to take more dmg before breaking). Thats why tonnage structure and regulare tonnage are seperate. (In fact, KT is just a generic "unit label" used even in weapons, it doesn't mean the structure "masses x KTs")
There are 10 types of people in the world:
Those that understand binary, and those that don't.

Next Time...
Next time you need to edit your tech tree, consider my editor - makes editing techs a LOT easier 
http://www.devnullsoftware.com/se5
--
You have reached an imaginary number. Please rotate your phone 90 degrees and try again.

A few things
A few things... first, are you sure the game models acceleration based on the "mass" of the ship? I think acceleration/turn rate are "locked" in by the vehiclesizes.txt file.
On that note, I'm, er, stealing a few of your ideas. I don't like the base tech tree much, so my capship mod is going to have a completely revamped tech tree (oh boy is testing this thing going to hoight!) were techs are generated from a gridded design of theoretical techs and engineering techs. (I. e. math behind the device, then the practical ideas on how to turn the math into a device, kinda like I can sketch out a nuklear reactor or bomb based on my phsysics class QUITE readily, but I can't make one without the engineering skills I don't have).
There are 10 types of people in the world:
Those that understand binary, and those that don't.

Should be based on tonnage
Just moments ago I happened to be looking through VehicleSizes.txt, and the acceleration amounts are locked into the file, but they are also based on the tonnage of the ship. I think it's the tonnage used on the design, not the size.
-----
Give me atmopshperic manipulation cannons, or give me death!




.
Update.
-Tied PD weapons with their related tech. Bomblets are related to missile and small weapons, point-defense cannons to projectile weapons, flak to projectile weapons levels.
-Tied engines to chemistry and contruction levels (max 10, 4 levels for free).
-Tied bridge, crew quarters, life support, fighter cockpit, troop cockpit, fighter life support to construction. Each levels increase the structure kt (mean they can take more damage) while not increasing cost.
-Tied Sensors to physics, Computer cores to computers.
Weapons will be a pains to tie, they are so numberous it's insane...