Thunderbrd
C2C War Dog
It's not much today but I did manage to complete the AI Data Sheet for the naval units.
Eating the elephant one bite at a time here...
Eating the elephant one bite at a time here...
As they'd been opened for trade under optics they had made for a good resource requirement for visibility against Cloaking... I can remove them though.
As for the volume, yes it gets to some rather large lists, but why we haven't been really thinking out what would actually be needed down to the smallest detail, given that we've defined the smallest detail, is a bit baffling. Besides, most of those resources won't be too hard to make sure you have. Just enforces that you don't ignore what appears now to be unnecessary 'needs'.
Platinum becomes an interesting modern-near future important prereq to make sure you get. It's one of the less common resources on that list. Its use in highly advanced electronics is the reason for the prereq.
In fact, it might be interesting if I gave myself a column to explain the reasoning for each prereq... would you want me to take a moment to go through and add the justifications for them?
They probably needed one. They ended up in DH's list he provided that searched the xml. I was not aware any resources were in alpha phase still. That's ok though. Not a critical concern. I've updated my lists here to remove it.1. I am not even sure why Quantonium Crystals even have a tech requirements since they are not even ready to be used yet.
For these kinds of chains that may cause redundancies they'd be very difficult to spot. I understand that a bonus can be a prereq for a building that then makes a bonus - it's just tough to track really. We need to compile a document that does show this for us if we're to really be able to easily follow it.2. Hmm I thought Electrolyte Cells already required Platinum but I guss not. (we can chnage that though)
I really wouldn't like this approach for ships at all. It works great for the aforementioned because they did come in handy as prereqs for the ships but at some point the complexity should be embraced fully and given to the player to struggle it out what he might be missing... not everywhere, but here seems appropriate due to the massive complexity of these craft. Also, this would mean that each ship would pretty much automatically need prereq buildings - not against this but I'd prefer the building itself be located where the ships are to be made and that the 'resource' not be transferable to ports where the building isn't located. This would mean that the building prereq for creating these ships is made redundant itself. Also suggests no need whatsoever for an additional resource except to simplify the reading of the prereqs, which would just put the complexity at the level of the building itself instead, not really avoiding it for the player at all and possibly making it even harder to sort out.3. Many resources you have may be redundant. Also we may want a building that makes like a ship resource in the same way that Tanks, Helicopters, Aircraft, etc have their own resource. This would reduce some of the basic requirements into a single resource.
If you have any you want specific justifications for, ask away. Looking through them, most seem obvious to me.4. Yes some explanations would be good, but explain them here in this thread and not on your online doc since its harder to read stuff on it.
One that might not be: C02 Ice - I believe something's going to be necessary for creating an easy and effective coolant system for railguns so I made it a prereq for massive vehicular railgun applications.
Why would you think CO2 Ice would be a good coolant system? It is not that cold, it is a solid substance so you can't pump it as good, and when it's heated up, you release high amounts of CO2 in the atmosphere. Also, in C2C I think it can only be found on the Moon and Mars, so you basically had to import it from there. Liquid Nitrogen is sooooo much easier to handle, more enviromentally friendly and cheaper.
I think CO2 is mainly there for space (-base/-colony) related stuff.
If you have any you want specific justifications for, ask away. Looking through them, most seem obvious to me.
A powerful hi-tech coolant would probably be a better approach sure. Sounds good to me.What about a more generic "coolatant" resource? Then we don't need liquid Nitrogen, Liquid Helium etc...
Liquid Nitrogen is very cheap, but the liquid Helium for particle accelerators and stuff is much more expensive. You don't want to use it if Liquid Nitrogen could do the job.
2 reasons exist here.- BONUS_ROCKETFUEL - Why this for the ship vs BONUS_DIESEL?
Fiberoptics, if I remember properly, are great for transferring data (much better than copper wires) but are probably still not the best conduit for simply passing a lot of electricity (a bit expensive for such a simple need if nothing else.) There would still be more basic wiring needs for some time to come.- BONUS_FIBEROPTICS and BONUS_COPPERWIRES - Why together and not Fiberoptics replacing Copper Wires?
Very similar justification to the above. Synthetic Rubber would be able to play some more malleable roles that Vulcanized Rubber (used for tires and such) would not and would also be more expensive so where it's not optimal to use, the Vulcanized Rubber would be. Eventually Synthetic does completely replace Vulcanized needs - greater proliferation and application of the technology brings the price down to comparable or cheaper rates and thus completely trumps all need for vulcanized rubber.- BONUS_SYNTHETIC_RUBBER and BONUS_VULCANIZED_RUBBER - Why both?
If it requires to have nanotubes to have nanogenerators then yes... I can fix that redundancy. There is a difference between them at the nano level, one not being the other at all but both only really finding their full potential with each other present, according to what I little know about nano stuff but if the game has nanogenerators requiring nanotubes then you're absolutely right.- BONUS_NANOTUBES and BONUS_NANOGENERATORS - Nanogenerators are made of Nanotubes. Seems redundant.
Again as the nano stuff. Not only was I not aware of that BUT there's lots of applications in these ships where you'd use Biopolymers that aren't used for Organic Photonic Cells (which I made a prereq for weaponized lasers.) So if you could trade in Organic Photonic Cells and still didn't have Biopolymers of your own then you'd have an incomplete ship.- BONUS_ORGANIC_PHOTONIC_CELLS and BONUS_BIOPOLYMERS - Organic Photonic Cells are made of Biopolymers.
Not only was Methane suspiciously only useable in the very late end of the tech tree, it seemed applicable as a nano consumed fuel source in some but maybe not all nanobotic processes.- BONUS_METHANE - Why?
Well, again, you could be trading it in and not have the others which would really mean you would have an incomplete vessel!- BONUS_CYBERNETIC_CHLOROPLASTS - Cybernetic Choloplasts are made of Novis Chemicals, Biolpolymers, Super Strong Alloys and Nanobots. Seems redundant to have those requirements too if you have this.
Completed the
Free Promotions Datasheet. Figured I'd go kinda light here. That way most promos are earned or well trained.