Invisible Techs

stevo32

Jedi Knight
Joined
Mar 25, 2008
Messages
62
Location
Ainsdale
I had an idea about techs, not sure if it is good but I think it makes the game more realistic. i have no idea how to program the SDK/Python or C++. If any one wants to code/use the idea please do so.

Techs will be invisible until you are able to researh them. This because in 4000 bc you wouldn't know what you could research after Mysticism until you researched it. Do you get the idea?

Also you won't be able to find out what it gives because when you research something you don't know the outcome until it happens.

If you have any questions please ask, I will try to clarify.
 
GalCiv2 has a tech tree working as you described. I didn't like it.

The caveat is: this only {**if at all} "works" when you play for the first time.

When playing for the second time, you already know from your previous game {**or you asked/looked up in the forums/reference sheet right away}, that Mysticism will unlock Meditation, which will found you a Religion, and you are just annoyed about the bad interface not showing this...

A possible solution might be to randomize the tech tree. Order techs in Tiers then randomly draw prereqs for High tier techs from the pool of the lower tiers.

The caveat here would be: in some games you will get meditation unlocking you Iron Working (just for example), which does not make a lot of sense... Might work on a arbitrary Sci-Fi techtree tho.
 
This is actually possible with the F6 screen. The current screen color codes techs depending on if you know it, you are researching it or if you don't know it. With some small amount of work - it would be possible to hide the appropriate tech panels. You would also have to hide the arrows (a little bit more work) but that is do-able too.
 
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