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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Is there a way to set starting tech on a race basis?

Submitted by Fallen Haven on Sun, 2006-12-31 08:05. SE:V MODs

My mod is close to have a descent AI going, but there is one thing i want to add : a race by race starting tech. In practice i want my race to have some tech given to them for free at the start of the game so each race has some flavor added to them. But until now i haven't found a way to implement this. I know i can set this for all race, but it's not what i want...

Any ideas?

‹ Stupid script bug... Vehicle requirement formula functions ›
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ekolis's picture
Mod Designer

When you create your empire,

Submitted by ekolis on Sun, 2006-12-31 09:54.

When you create your empire, you are given the option of choosing some technologies to start the game with. Oddly enough you can't choose technology which requires a specific racial trait, but if I get where you're going with this, all you'll need to do is make some prepared empire files for players to use with your mod and you should be good to go!

~~~
Check out the 21st Century Mod!

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The problem is...

Submitted by Fallen Haven on Sun, 2006-12-31 16:59.

ekolis wrote:
When you create your empire, you are given the option of choosing some technologies to start the game with. Oddly enough you can't choose technology which requires a specific racial trait, but if I get where you're going with this, all you'll need to do is make some prepared empire files for players to use with your mod and you should be good to go!

The problem is that custom races start with default AI. The way the game works, Default AI has it's own set of weapons preference to research that will negate what would be given for free... Custom races work well if it's the player that run them, if left to the AI, it won't work well...

Inter-Related Tactical Conversion v 0.53

http://www.rogepost.com/n/3594323592

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Mod Designer

Racial trait

Submitted by Phoenix-D on Sun, 2006-12-31 17:15.

The other method is a racial trait. You can make components that simply require a racial trait, no research.

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Racial tech appear on your

Submitted by Fallen Haven on Sun, 2006-12-31 17:25.

Racial tech appear on your tech list, but you still have to research it unless i set it to one by default, in that case everyone has the tech without researching it...

Inter-Related Tactical Conversion v 0.53

http://www.rogepost.com/n/3594323592

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Captain Kwok's picture
Mod Designer

AI & Starting Tech Selection

Submitted by Captain Kwok on Mon, 2007-01-01 00:23.

The AI though is able to pick racial traits for startup selection though. Sticking out tongue

-----

Space Empires Depot | SE:V Balance Mod

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Rilbur's picture

Scripting

Submitted by Rilbur on Mon, 2007-01-01 00:50.

Captain Kwok wrote:
The AI though is able to pick racial traits for startup selection though. Sticking out tongue

-----

Space Empires Depot | SE:V Balance Mod

I didn't think it would recognize new trait unless it was included in its scripts, though... Laughing out loud
_______________________
There are 10 types of people in the world:

Those that understand binary, and those that don't.

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Mod Designer

sub

Submitted by Phoenix-D on Mon, 2007-01-01 17:00.

Fallen Haven wrote:
Racial tech appear on your tech list, but you still have to research it unless i set it to one by default, in that case everyone has the tech without researching it...

No, you misunderstood me. Smiling In components.txt, instead of
Get_Empire_Tech_Level("Computers") >= (1 + ([%Level%] - 1))
do
Empire_Has_Racial_Trait("Organic Manipulation")

where "Organic Manipulation" is the name of the trait you want.

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It's not what i want...

Submitted by Fallen Haven on Mon, 2007-01-01 17:35.

Phoenix-D wrote:

No, you misunderstood me. Smiling In components.txt, instead of
Get_Empire_Tech_Level("Computers") >= (1 + ([%Level%] - 1))
do
Empire_Has_Racial_Trait("Organic Manipulation")

where "Organic Manipulation" is the name of the trait you want.

I want some race to have some advance in some technologies, not remove that tech from everyone else tech tree.

Inter-Related Tactical Conversion v 0.53

http://www.rogepost.com/n/3594323592

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Mod Designer

No problem.

Submitted by Phoenix-D on Mon, 2007-01-01 18:08.

You can do that as well, you just have to fiddle with the requirements a bit.

Say..
iif(Empire_Has_Racial_Trait("Organic Manipulation"), Get_Empire_Tech_Level("Computers") >= (1 + ([%Level%])), Get_Empire_Tech_Level("Computers") >= (1 + ([%Level%] - 1)))

What that does is if the empire has Organic Manipulation, they get a bonus level in this particular tech. Adjust the numbers to taste. Smiling You can also make it so they *start* with that tech, then advance normally, like so:

Two requirements.
Requirement 1:
Get_Empire_Tech_Level("Computers") >= (1 + ([%Level%] - 1)) OR Empire_Has_Racial_Trait("Organic Manipulation")
requirement 2: the formula I listed originally.

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Hum...

Submitted by Fallen Haven on Mon, 2007-01-01 18:37.

Phoenix-D wrote:
You can do that as well, you just have to fiddle with the requirements a bit.

Say..
iif(Empire_Has_Racial_Trait("Organic Manipulation"), Get_Empire_Tech_Level("Computers") >= (1 + ([%Level%])), Get_Empire_Tech_Level("Computers") >= (1 + ([%Level%] - 1)))

What that does is if the empire has Organic Manipulation, they get a bonus level in this particular tech. Adjust the numbers to taste. Smiling You can also make it so they *start* with that tech, then advance normally, like so:

Two requirements.
Requirement 1:
Get_Empire_Tech_Level("Computers") >= (1 + ([%Level%] - 1)) OR Empire_Has_Racial_Trait("Organic Manipulation")
requirement 2: the formula I listed originally.

This could be of use, but i don't think it will help for what i want to do. In my mod, i added requirement tech to get ship weapons, like Gauss Technology (applied) to be able to gauss weapons (weapon tech) that raise the level of Mass drivers and Railguns (ship weapons). Gauss technology is what i want a race to start with (as it is expensive) and they can research the rest normally. Just want them to start with an applied headstart that allow them to research some weapons earlier than other races.

Inter-Related Tactical Conversion v 0.53

http://www.rogepost.com/n/3594323592

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Mod Designer

Ok..

Submitted by Phoenix-D on Mon, 2007-01-01 18:51.

Also doable, you just assign the techs in the same way instead of doing it to the components. Probably cleaner to do it that way anyway.

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