Factoid
Chieftain
Hi all,
This posting starts by talking about one thing and then wanders off to a rather different topic (um, kinda like some other postings of mine).
The following post (arrgh! 15 kB limit exceeded) is a list of the techs that races were able to learn in OSG3. By that I mean the techs that would come up as choices in the research window if you were playing that race. Artifact planets, Orion and Derelict ship event may or may not give you techs from your learnable tech list. Death ray is an exception, always and only available from Orion.
The Silicoids were not only able (forced!) to learn Advanced Eco Restore, they also had the choice of Advanced Soil Enrichment (Gaia). I have seen Gaia as a Silicoid choice before, but have never bothered researching it. I know for sure that Silicoids grow at exactly the same (hostile) rate even on Gaias, but I don't know if they get the opportunity to Gaia-form planets for the size bonus. I think they don't. I haven't seen Basic soil enrichment or Atmospheric terraforming as choices, but then I hadn't seen Advanced eco restore before this game.
Note that the Mrrshan (poor at construction) got 15 construction techs, just like the Klackons (excellent at construction). The Psilons get more techs than other races, but not generally as many more as you might expect (i.e. not half again as many). Psilons got 21 out of 24 Construction techs, but getting ALL the IIT techs isn't really that useful anyway.
== (change of topic...) ==
This is the (somewhat edited) output of a Perl script I wrote a couple of months ago (in the RBO Imp 5 -> Imp 7 interregnum). This is an ultra-spoiler program so I never touch a game that is anything like live.
I *could* perhaps tweak up a version of this program for people wanting to produce Imperium or Succession games, say a dedicated version could for example answer "yes" or "no" to let you know if there is a beam weapon available to the player before Megabolt cannon, and gives you no other information. Using the full program means you can't participate in your own game.
I suppose you could either
Perl is not a nice choice of language for producing utilities for remote systems than DON'T run Perl. The script that produced this "researchable" output is 2 kB in size (well, with a 10 kB header file with a lookup list of the tech names). PP is a Perl utility that produces stand-alone executables by bundling up a Perl script and ALL of its environment (full Perl interpreter and libraries). The 12 kB source turns into a more-than 1 MB executable.
I can probably produce a better negative fleet bug fixer than Oreo is (mainly 'cos it would be dedicated to that purpose) BUT it would be bulky and not very friendly (run in a command window, type in the name of the save file it should work on).
Writing a utility to ALTER researchable technologies is rather harder than writing the utility to READ technologies. You have to try and avoid leaving no researchable techs at that tier, and be cautious about which techs you allow back in if you empty a tier. I suspect this is similar to what happens to the Silicoids in OSG3, ending up with Advanced eco restore.
Comments? If someone with GUI wizardry wants to write friendly utilities I will happily provide Perl source code / memory location / data structure information / informed guesses - on condition they make the utilities free and generally available. I'd also be interested at looking at their GUI-friendly utility source code, in any language.
Cheers,
Factoid.
This posting starts by talking about one thing and then wanders off to a rather different topic (um, kinda like some other postings of mine).

The following post (arrgh! 15 kB limit exceeded) is a list of the techs that races were able to learn in OSG3. By that I mean the techs that would come up as choices in the research window if you were playing that race. Artifact planets, Orion and Derelict ship event may or may not give you techs from your learnable tech list. Death ray is an exception, always and only available from Orion.
The Silicoids were not only able (forced!) to learn Advanced Eco Restore, they also had the choice of Advanced Soil Enrichment (Gaia). I have seen Gaia as a Silicoid choice before, but have never bothered researching it. I know for sure that Silicoids grow at exactly the same (hostile) rate even on Gaias, but I don't know if they get the opportunity to Gaia-form planets for the size bonus. I think they don't. I haven't seen Basic soil enrichment or Atmospheric terraforming as choices, but then I hadn't seen Advanced eco restore before this game.
Note that the Mrrshan (poor at construction) got 15 construction techs, just like the Klackons (excellent at construction). The Psilons get more techs than other races, but not generally as many more as you might expect (i.e. not half again as many). Psilons got 21 out of 24 Construction techs, but getting ALL the IIT techs isn't really that useful anyway.

== (change of topic...) ==
This is the (somewhat edited) output of a Perl script I wrote a couple of months ago (in the RBO Imp 5 -> Imp 7 interregnum). This is an ultra-spoiler program so I never touch a game that is anything like live.
I *could* perhaps tweak up a version of this program for people wanting to produce Imperium or Succession games, say a dedicated version could for example answer "yes" or "no" to let you know if there is a beam weapon available to the player before Megabolt cannon, and gives you no other information. Using the full program means you can't participate in your own game.
I suppose you could either
- tell everyone "there is no beam weapon available before Megabolt cannon" or
- "there is a beam weapon before Megabolt cannon" or
- if playing in a succession game, play last in the rotation and you can't comment while the players before you play their turns out?
Perl is not a nice choice of language for producing utilities for remote systems than DON'T run Perl. The script that produced this "researchable" output is 2 kB in size (well, with a 10 kB header file with a lookup list of the tech names). PP is a Perl utility that produces stand-alone executables by bundling up a Perl script and ALL of its environment (full Perl interpreter and libraries). The 12 kB source turns into a more-than 1 MB executable.

I can probably produce a better negative fleet bug fixer than Oreo is (mainly 'cos it would be dedicated to that purpose) BUT it would be bulky and not very friendly (run in a command window, type in the name of the save file it should work on).
Writing a utility to ALTER researchable technologies is rather harder than writing the utility to READ technologies. You have to try and avoid leaving no researchable techs at that tier, and be cautious about which techs you allow back in if you empty a tier. I suspect this is similar to what happens to the Silicoids in OSG3, ending up with Advanced eco restore.
Comments? If someone with GUI wizardry wants to write friendly utilities I will happily provide Perl source code / memory location / data structure information / informed guesses - on condition they make the utilities free and generally available. I'd also be interested at looking at their GUI-friendly utility source code, in any language.
Cheers,
Factoid.