View Full Version : Technologies
T_KCommanderbly Aug 06, 2009, 01:15 AM Here is the tech tree, i havnt put anything into XML because i want to know what you guys think should change or go into it. And its on a link because its a really big image, and i know the quality image is bad but who cares its just a representation lol. I think there are 81 techs, and the amount and order is copyied off the vannila tech tree, but the arrows are changed up a bit.
KEY:
The Green Arrow means OR when you unlock new techs (means either green line will unlock it)
The black arrow means AND when you unlock new techs (means you need both to lines to unlock it)
Blue writing is just a suggestion of where a unit/building or promotion should be unlocked
Black Writing means it will go in for sure
The bold means thats the tech name
And this is part of the tech tree it would let me get a image any bigger, so there is a second part
http://i294.photobucket.com/albums/mm81/Commanderbly_2008/swtechtree2.jpg
http://i294.photobucket.com/albums/mm81/Commanderbly_2008/swtechtree3.jpg - Second Part
and i dont know if there is a specific border we will use if any on the dds buttons for these?
civ editor11 Aug 06, 2009, 07:00 AM You need to add one for advanced fighters/bombers and move bombers back alittle so that it is an earlier tech
Where is fighters on that tech map it needs to be one of the ones that leads to bombers
T_KCommanderbly Aug 06, 2009, 12:13 PM Advanced Power Engines tech makes the scout fighter like the z-95, the Turbo Lasers tech makes the medium fighter like an X-Wing.
And i do have the adv for fighters and bombers its on the other part, which ill put on in just a sec
and ill put the bombers earlier like you suggested
Ok here is the other part of it I also put it in the top post
http://i294.photobucket.com/albums/mm81/Commanderbly_2008/swtechtree3.jpg
civ editor11 Aug 06, 2009, 01:41 PM Thats great if you can make it I'll add it in so we can go on to get an alpha version out
civ editor11 Aug 08, 2009, 05:57 PM Could you post that here soon? i could add it in and we'll get on the way to succesful sw mod. After this your doing some unit graphics right.
T_KCommanderbly Aug 08, 2009, 07:04 PM ya ill do unit graphics after and it may take a few more days for it too be ready
T_KCommanderbly Aug 08, 2009, 10:11 PM For the technology you want me to put the 2d buttons(id be happy too)? and if so is there a perticular border to use like the force powers?
civ editor11 Aug 09, 2009, 07:06 AM I already have buttons for force powers.
T_KCommanderbly Aug 09, 2009, 03:28 PM i know i meant for the technologies not the force powers, and im almost done i have to put the civilopedia for them, the quotes and the 2d buttons if you want me to do that
civ editor11 Aug 09, 2009, 03:59 PM I don't care about the border and you can do the 2d buttons
T_KCommanderbly Aug 11, 2009, 02:51 PM Here are the updates
Technology Stats: Complete (just have to put the plot and improvments in)
Technology Text: Complete
Technology Civilopedia: Complete
2d buttons: Working on Right now
Quote Sounds: Not Complete
Quotes: Not Complete
civ editor11 Aug 11, 2009, 03:04 PM That is great
T_KCommanderbly Aug 12, 2009, 09:13 PM Another update :)
Technology Stats: Complete
Technology Text: Complete
Technology Civilopedia: Complete
2d buttons: Complete
Quote Sounds: Working On Right Now
Quotes: Not Complete
And i decided to lay off the improvements and plots because its really confusing with which plot type is which, i guess i can do improvements later on though because that will conflict with gameplay. The Improvments can also be hard because which improvements will be in space and which ones on land. Im going to leave these blank so we can change it when we know exactly what plots and improvements we will be using
and i made the eras XML and text (just the names, details can be made later) and the 2d buttons are really nice and completely done, ill try to post a sample later.
civ editor11 Aug 12, 2009, 09:26 PM this is great you are amazing
Musketeer935 Aug 13, 2009, 05:16 PM Maybe Turbolasers should require blasters? wouldnt that make more sense?
and I hope the New republic and such cant get dark force? and like Empire gettting light force? are those alternate techs?
civ editor11 Aug 13, 2009, 05:19 PM I don't think they're different i think its one technology The Force
T_KCommanderbly Aug 13, 2009, 05:42 PM the techs dont define what religions can and cant do, so it wouldnt really be up to me
EDIT I some of the tech stuff when i put them in like aerial military tactics with Frigates
Musketeer935 Aug 14, 2009, 02:22 PM the techs dont define what religions can and cant do, so it wouldnt really be up to me
EDIT I some of the tech stuff when i put them in like aerial military tactics with Frigates
I have an idea, you could have The Force Religion, and you can choose if u waant Dark or Light like a choose religion is on, but only those two are avilible for it. plus, it shoudl have the fisrt 2 people to get it get religions so both religions end u existing.
:p
Kissamies Aug 14, 2009, 03:07 PM I don't want to critisise too much, since trying to think up a tech tree just makes my head spin. I'm not up to it at all... But "Solar Powered Starhips"? Sounds a bit too much to give huge bonuses for that even in Star Wars.
civ editor11 Aug 14, 2009, 03:13 PM I have to agree maybe you should take that one out.
T_KCommanderbly Aug 14, 2009, 06:50 PM Ok, ill change the bonuses for that one, probably 3 movement to 1 movement?
Kissamies Aug 14, 2009, 07:05 PM Hmm, more tolerable and a few SW ships do have solar sails for propulsion and stuff, though these are probably more in "elegant" gategory than "powerful."
Jawa'sRevenge Aug 14, 2009, 09:09 PM Hmm, more tolerable and a few SW ships do have solar sails for propulsion and stuff, though these are probably more in "elegant" gategory than "powerful."
Elegant, slow, and not very widespread
also I am somewhat skeptical of having a large tech tree, I think scenarios would work better. Also modeling the advancement of galaxy is all but impossible
Politus Aug 15, 2009, 01:55 AM I'd like to point out that, though I CBF to search those images for it, you said in error that Turbolasers would open up medium fighters. However, Turbolasers are only used on corvette/freighter class ships and larger. The heaviest conventional laser weapon you'll have on a fighter is a heavy laser cannon.
Turbolasers are also used for anti-SF duty in light turrets, or for base defenses/on heavy vehicles.
Dumanios Aug 15, 2009, 02:17 AM I've got tech quotes!
Midi-chlorian testing:"Without the midi-chlorians, life could not exist, and we would have no knowledge of the Force. They continually speak to us, telling us the will of the Force. When you learn to quiet your mind, you'll hear them speaking to you." Qui-Gon Jinn to Anakin Skywalker
Light Force:"A Jedi uses the Force for knowledge and defense. Never for attack." Yoda
Dark Force:"You don't know the Power of the Dark Side." Darth Vader
Blasters:"Hokey religions and ancient weapons are no match for a good blaster at your side, kid." Han Solo to Luke Skywalker.
Jawa'sRevenge Aug 15, 2009, 10:02 AM Dark Forcers:"Evil is a word used by the ignorant and the weak. The dark side is about survival. It's about unleashing your inner power. It glorifies the strength of the individual." Darth Zannah
Or "You don't know the power of the Dark Side" Darth Vader
"The dark side of the force is a path way to many abilities some concidered to be unnatural" Palps
T_KCommanderbly Aug 15, 2009, 11:58 AM http://starwars.wikia.com/wiki/Solar_ionization_reactor - Well this is what iwas reading from solar powered starships
and i made a tech tree the same size as vannila civ, i basically copyed it the best i could so that it would be fair and balanced. i do have 1 extra though
oh and the tech qoutes do you guys have Mp3 or wav for those (from the movies), i already found 81 qoutes wav , blasters i have exactly what you have, i could use a better midi-colorian like yours though
And thanks for the turbolaser thing i didnt know that they were only use on turrets, ill change it as soon as i can to some other laser:P
Kissamies Aug 15, 2009, 02:00 PM I knew that solar power idea came from TIE fighter somehow, but even with Star Wars rubber science, solar powered warships sound like a stupid idea. Oops, a shadow, we have to fight elsewhere. IMO, the better explanation for those TIE fighter panels is that they are for radiating the excess heat, which is difficult to get rid of in space. They may have solar panes also, but that's probably secondary or tertiary purpose for them. Something like a reserve power system to keep life support going if the main reactor fails.
The term "solar ionization reactor" in turn could be a certain type of fusion reactor. The stars basically are big fusion reactors, after all.
T_KCommanderbly Aug 15, 2009, 02:38 PM ^ok so i probably should change it too solar ionization reactor to be more accurate?
very close to finishing btw guys, just have to edit the names for the changes you guys suggested and write the rest of the text of the qoutes (should finish by the end today)
Kissamies Aug 15, 2009, 04:09 PM Yeah, a little specific, but it won't look silly at least.
T_KCommanderbly Aug 16, 2009, 07:01 PM i have the technologies done civeditor, you want me to upload them here for you, pm them?
and on top of that since the eras and technolgies are sort of the core of the game, it will come up with lots of errors regarding "missing technologies" so you might want to add it last, so ill do my best to test it right now to figure out if i myself made errors (which im sure i have)
civ editor11 Aug 16, 2009, 07:04 PM I'll add it last so you don't need to add it for a while
T_KCommanderbly Aug 16, 2009, 07:27 PM k through about 15 minutes of errors lol i only had one me related error (to your current versian) so think its ready,
NamesAreUseless Oct 27, 2009, 07:32 PM I've looked over the tech tree, but I'm not quite sold on it. From the looks of it, the tech tree is starting out with some really high tech like interstellar spacetravel and moisture farms. Wouldn't it make more sense to have the player start out with primitive technologies (like techs that allow farms, camps, mines, maybe archers and slughthrowers) before you allow the civs to go off-planet? Its like saying "I have the technology to send probes off-world, but then I don't know how to create a farm" :confused:
Then again, I suppose Star Wars just kinda skips all stuff modern era and earlier usually (either a civilization is primitive with spears and bows, or has lasers, no in-between). So I must ask: Should we have technology start in a more Ancient Era way (where the player goes from Ancient to Modern rather quickly, and then get into more Star Wars technology) or have the game start with Star Wars technology, but then have lots of initial improvements, upgrades, etc. that civs start the game with?
Oh and a few other points:
- Dark Side religion should come AFTER Light Side religion (Sith Order came about due to schisms in the Jedi Order)
- Potentium religion (http://starwars.wikia.com/wiki/Potentium) should be added (essentially "Grey" Jedi religion); should come somewhat late in the tech tree
- Have the tech tree break off into "organic army techs" and "droid army techs" (since most civs in Star Wars used a mixture of organic troopers and battle droids). Also cloning technology should come fairly late in the tech tree, and should be another branch in military technology I think.
Just my 2 cents. I may try and come up with a quick mock-up of how I see a Star Wars tech tree working.
HolmstN Oct 27, 2009, 08:11 PM What would be interesting to see is starting in the "Ancient" Star Wars era. For us nerds that know what that means, it was a time considered not before there was space travel but generally before the Force was well-established.
Basically look at the Old Republic and that's only slightly advanced from the Ancient era. Clearly there's not much improvement to be made. Internal complexity might have advanced, but we're not privy to that sort of information.
As for the different "religions," or Force Paths, I agree that Dark Side should certainly come after Light Side. I can dig into one of my ref books and get a good order for these.
NamesAreUseless Oct 27, 2009, 10:33 PM What would be interesting to see is starting in the "Ancient" Star Wars era. For us nerds that know what that means, it was a time considered not before there was space travel but generally before the Force was well-established.
Basically look at the Old Republic and that's only slightly advanced from the Ancient era. Clearly there's not much improvement to be made. Internal complexity might have advanced, but we're not privy to that sort of information.
As for the different "religions," or Force Paths, I agree that Dark Side should certainly come after Light Side. I can dig into one of my ref books and get a good order for these.
Theres a lot that happens BEFORE the Old Republic era ;)
http://starwars.wikia.com/wiki/Timeline
The tech tree should probably be divided into these various eras:
- Pre-Republic Era
- Old Republic Era
- Fall of the Republic/Rise of the Empire Era (covers Clone Wars)
- Rebellion Era
- New Republic Era
Oh, and also, I don't think this mod should even have the Yuuzhan Vong. They're a species from another galaxy with technology that is COMPLETELY different. They'd need their own tech tree to make sense, and making a whole seperate tree for just them is a lot of extra work.
civ editor11 Oct 27, 2009, 11:31 PM We hope to make almost every unit they have unique and organic, but this will take quite some time at he current pace. We should leave the tech tree until version 1.0 comes out then start tweking and adding/subtracting to make it "perfect". true it needs some stuff but think about this could it go without it for now. if the answer is yes we can wait till version 1 comes out and the start our tweaking.
NamesAreUseless Oct 28, 2009, 01:06 AM We hope to make almost every unit they have unique and organic, but this will take quite some time at he current pace. We should leave the tech tree until version 1.0 comes out then start tweking and adding/subtracting to make it "perfect". true it needs some stuff but think about this could it go without it for now. if the answer is yes we can wait till version 1 comes out and the start our tweaking.
The tech tree is the most important part of the mod aside from terrain and resources imo. The tech tree is what helps give the idea of what needs modeled and such. And you DEFINITELY shouldn't call it version 1.0 until you at least have a full tech tree and working civilizations. Version 1.0 is essentially like saying "the meat and potatoes of this mod is complete" with the later versions just being icing on the cake (graphics and the like).
I'm still trying to work out a tech tree in my mind (about to finish what I think should be the Pre-Republic Era). I think its more accurate so far then the tech tree in here so far. I'll present what I have done when I get to a good point.
HolmstN Oct 28, 2009, 07:31 AM Theres a lot that happens BEFORE the Old Republic era
Aye there's a lot that happens in Lore but it's hard to put (too) much of it into the game considering how vaguely referenced most of it is. I guess we could forge a new path there though ;)
As for the Vong, we could make them simply Barbarians in the later world.
NamesAreUseless Oct 28, 2009, 12:32 PM Alright I think I got a basic rough draft (just Pre-Republic Era) of what I think the tech tree should look like. Its in an Excel document (You should be able to access it if you have Excel 2003 or higher, or possibly lower).
http://www.megaupload.com/?d=7AP1BWZJ
Starting Techs at beginning of game:
- Settler
- Worker
- Warrior (a primitive archer/spearman/etc.)
- Barracks
- City Building
- Wood / Jungle Chopping
Key:
Red = Unit
Blue = Improvement
Green = Special Ability
Orange = Wonder
All special abilities are doable by Worker, except Hyperlanes (http://starwars.wikia.com/wiki/Hyperlane), which are doable by Scout Ships (work like the lanes in FF). Oh, and my thought is that Species should be a resource, and the resource is gained by putting a Village on that tile. Species resources would be used to access special units (and could be used as labor if you have the Slavery civic). Also the dark red line indicates the changing from the Pre-Republic Era to Old Republic Era. Oh yeah, and Jedi can only be built if you've converted to Light Side (likewise Sith can only be built if you've converted to Dark Side).
If you're wondering what the use of Slughthrower (http://starwars.wikia.com/wiki/Slugthrower) units are: they'd be more effective against Jedi and Sith then Blaster-wielding units since their slugs dont ricochet off lightsabres :p. Also if you're wondering what the Hypergate (http://starwars.wikia.com/wiki/Hypergate) does: its supposed to be a national wonder (that you should be able to build multiple times I think) that works like a teleporter between cities with Hypergates, but that might be TOO powerful.
Took many names from these threads:
Buildings - http://forums.civfanatics.com/showthread.php?t=333239
Civics - http://forums.civfanatics.com/showthread.php?t=219746
If you all like the current tech tree so far, I'll move onto the Old Republic Era. Also suggestions and criticisms are welcome.
Jawa'sRevenge Oct 29, 2009, 07:19 AM - Settler
- Worker
- Warrior (a primitive archer/spearman/etc.)
- Barracks
- City Building
- Wood / Jungle Chopping
Star wars people have always had a lot more tech then us
a worker would be useless in a few turns with only 3*3 planets
Why not just start them with a city
NamesAreUseless Oct 29, 2009, 11:20 AM Star wars people have always had a lot more tech then us
a worker would be useless in a few turns with only 3*3 planets
True, the worker wouldn't be needed for very many turns (unless its moved to another planet via transport), but the worker is still needed to lay down Roads, Villages, Drill Mines, etc. Perhaps the worker should be a space unit? Then it can ALSO lay down Hyperlanes and eventually mines that are off-world.
Why not just start them with a city
Because what if the player wants to place their city in a different area then the pre-placed one (perhaps have 'Moons' just one space outside the planet that can give bonuses)? Also settlers (or possibly Settler Ships) will still be needed at some point for settling on other planets anyways.
T_KCommanderbly Oct 29, 2009, 07:24 PM Well i finished the tech tree already to the one i posted earlier but I see several flaws in mine. Im going to have to massively edit it, but your tech tree looks good so far I will probably change most of the starting techs to yours but here are some things i saw.
- I would change warrior to a different name to make it both more star wars ish and make the civilization seem like they have some advancement (since they took control of the planet)
- What is a rider? and why not have a mech or vehicle instead of an it (just a suggestion not sure what were doing with that)
- I think tech building (Alphabet) is too early use it for a later tech, to meet civilization IV way of building it
- Starting with a worker makes since to help the tiles around for the first couple of turns, but if there it is a water planet there should be a utility trawler instead. Also, there should be a worker ship of some kind that is seperate from the worker and the AI should know the difference.
-Again assuming your nation has taken control of the planet they would have the technolgies, so mining would probably be invented, engineering makes more since though.
umm there might be other things but thats it for now.
Jawa'sRevenge Oct 30, 2009, 05:41 PM True, the worker wouldn't be needed for very many turns (unless its moved to another planet via transport), but the worker is still needed to lay down Roads, Villages, Drill Mines, etc. Perhaps the worker should be a space unit? Then it can ALSO lay down Hyperlanes and eventually mines that are off-world.
You do not lay hyperlanes, they are pre placed. One of the interesting things of star wars is the hyperlanes, its makes planets strategic, allows for quick escapes and quick victory. Making them like roads is not acceptable.
NamesAreUseless Oct 30, 2009, 10:47 PM You do not lay hyperlanes, they are pre placed. One of the interesting things of star wars is the hyperlanes, its makes planets strategic, allows for quick escapes and quick victory. Making them like roads is not acceptable.
How do you propose that hyperlanes be pre-placed properly on a random map? I don't see it working well. Also, wouldn't you need some way to have "roads" connecting from a city to resources out on space tiles?
TC01 Oct 31, 2009, 08:33 AM You do not lay hyperlanes, they are pre placed. One of the interesting things of star wars is the hyperlanes, its makes planets strategic, allows for quick escapes and quick victory. Making them like roads is not acceptable.
I hate to tell you this... but there is no way that hyperlanes will be preplaced. You HAVE to have them be buildable, otherwise:
-Resources cannot be connected
-Planets might not always be connected
-The code to make them random would be very complex to get around points 1 and points 2.
-In order to make them anyway realistic (some planets would have lots of lanes, some would only have one, they would all be connected), the code would have to be even more complicated, I think...
Jawa'sRevenge Nov 08, 2009, 10:44 PM I hate to tell you this... but there is no way that hyperlanes will be preplaced. You HAVE to have them be buildable, otherwise:
-Resources cannot be connected
-Planets might not always be connected
-The code to make them random would be very complex to get around points 1 and points 2.
-In order to make them anyway realistic (some planets would have lots of lanes, some would only have one, they would all be connected), the code would have to be even more complicated, I think...
Oh...to bad
You could still have them in a pre-made map. If a good map if the GFFA is every made, and its small enough for use.
Kissamies Nov 10, 2009, 09:34 AM You could use the justification that potentional hyperlanes are everywhere, they just need to be discovered. The act of "building" a hyperspace route could represent mapping out the local space and placing beacons that mark the path.
Jawa'sRevenge Nov 10, 2009, 04:51 PM You could use the justification that potentional hyperlanes are everywhere, they just need to be discovered. The act of "building" a hyperspace route could represent mapping out the local space and placing beacons that mark the path.
only on certain kinds space, we could have a orbit, space, deep space, and unknown regions/wild space or something like that.
civ editor11 Jun 15, 2010, 11:25 AM Hyperlanes will be unbuildable in the orbit.
Dumanios Jun 16, 2010, 02:53 PM Ideas for the Spaceships:
Settler Ship(Available from start)
Worker Ship(Available from start)
Fighter(Good against bombers, bad against interceptors and corvettes)
Interceptor(Good against bombers and fighters, bad against corvettes)
Bomber(Good against large ships, bad against fighters, interceptors and corvettes)
Planetary Defense Ship(Can be built at Turbolasers, can be upgraded later on)
Invasion Ship(Can be built at Hyperdrives, can also be upgraded later)
Transport Ship(Available at Hyperdrives, can't be upgraded)
Cruiser(Medium ship, can carry units, good against corvettes, bad against bombers,frigates and capital ships)
Frigate(Slightly stronger ship, can't carry units, good against cruisers and corvettes, bad against bombers and capital ships)
Corvette(Weaker ship, good against fighters, bombers and interceptors, bad against larger ships)
Capital Ship(Really strong ship, good against everything but bombers)
Superweapons(Usually will take out anything)
Imperial Space:
TIE Fighter
TIE Interceptor
Skipray Blastboat -> TIE Bomber
Acclamator-class Assault Ship(Cruiser)
Victory-class Frigate
Tartan Patrol Cruiser(Corvette)
Imperial Start Destroyer(Capital Ship)
Executor-class Super Star Destroyer(Capital Ship or superweapon?)
Eclipse-class Super Star Destroyer(Superweapon)
Death Star(Superweapon)
Note: There should probably only be one superweapon built.
Rebel/New Republican Space:
Z-95 Headhunter -> X-Wing(Fighter)
A-Wing(Interceptor)
Y-Wing(Bomber)
MC30c Frigate(Cruiser)
Nebulon-B Frigate
Corellian Corvette
MC80 Cruiser(Capital Ship)
MC90 Star Cruiser(Executor-like Capital Ship)
Clone Wars Republican Space:
ARC-170 Starfighter
Jedi Interceptor
V-wing Starfighter(Bomber)
Acclamator-class Assault Ship(Cruiser)
Victory-class Frigate
Jedi Starcruiser(Corvette)
Venator-class Cruiser(Capital Ship)
civ editor11 Jun 16, 2010, 02:57 PM Would you please put that in the Units thread for me?
|
|