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New tech tree

Discussion in 'Civ4 - MOO2Civ' started by fulano, Jan 22, 2010.

  1. fulano

    fulano Chieftain

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    I did fix the bomber from your previous list.

    As for no doomstar and planetoid construction not linking to a future tech, it makes me wonder if you're using an earlier version? Because it works on mine...

    And I haven't messed with the Civilopedia at all. I have no idea what it takes to set it up properly. I noticed many things in it are automatic though. I do have a harder time getting interested in fixing things like civlopedia entries. :mischief:

    EDIT: I see what you mean by not the techs not leading to another in the research popup. That is weird, I don't know why it would do that since they are connected...
     
  2. Agent327

    Agent327 Observer

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    Indeed. It seems I made a major boo-boo by installing in the wrong place. :blush:

    EDIT: After installing in the right place everything seems A-OK. (I especially look forward to using the Invasion transports and Doomstars.) ;)
     
  3. fulano

    fulano Chieftain

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    The transports are great! It's nice to have a ship to move infantry around so you can quickly defend newly conquered stars with a batch of battloids.

    I also noticed the collateral damage of the invasion ships doesn't do much at all. Whenever the computer attacked me with invasion ships my marine would always loose but the rest of the marines would be unharmed. I guess they must just heal from whatever damage was done. Let me know if the damage should be increased.
     
  4. Agent327

    Agent327 Observer

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    Not sure. I can confirm that a Marine attacked by Invasion Ships (especially with promotions) will loose and that there is some collateral damage, but the planetary defenders (even with their current -1 strength) are pretty formidable defenders. That said, I've lost several systems to a decent invasion fleet surprise attacking me.
     
  5. Agent327

    Agent327 Observer

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    tuxu posted this suggestion/question on the main thread:

     
  6. fulano

    fulano Chieftain

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    Interesting, I don't know enough to use that idea yet but I will look into it after I finish what I'm currently working on.

    Did they get the random events to work for Final Frontier? I remember a discussion about it being problematic in other forums... I'll have to check into it and update myself.

    Thanks for the ideas, they will be checked into.
     
  7. tuxu

    tuxu We are BTS!!!!

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    Well, idk what jon shefer did in FF that might bug the rand events but if i wanted to check how to do it i'd look into the FFH2 or overlord2 mods to reverse engineer whatever they did.

    FF runs on the same exe as they are so i hope no big problems are encountered.

    anyway, if you find a specific issue that seems to throw a wrench in our wheels tell me what it is and maybe to heads together can solve what otherwise might look impossible. :)
     
  8. fulano

    fulano Chieftain

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    Here's one thread that talks about problems with random events:
    http://forums.civfanatics.com/showthread.php?t=330399
    That's not where I originally read about the problem but just for a heads up that the FF engine will probably give us grief at random events scripting.

    Here are some more of my thoughts concerning the idea:
    It would be perfect for creative and uncreative races but I don't like the idea so much for normal races. It would just make them slightly luckier versions of uncreative.

    I like the current system I made in my minimod for normal races, especially because you can go back and research something that you really need later on, it didn't make sense to me that once you learn how to do something you just drop it and not apply it to anything else.

    I don't know anything about random events scripting, but if you can somehow merge the two systems and keep the expanded tech tree for normal races and other races get a chance to obtain the new techs like you described I think it would be great!

    I only have time to work on things here until the beginning of April where school ends and I will be too busy to do more work until the fall. That's part of the reason I'm making so many changes so quickly for my minimod so I can finish it before I get too busy.
     
  9. fulano

    fulano Chieftain

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    EDIT: Oops, double posted
     
  10. tuxu

    tuxu We are BTS!!!!

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    <filler>
     
  11. Agent327

    Agent327 Observer

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    Also, deanej succesfully (re)introduced events in his FF-based Star Trek mod at some point, so he might know some answers..
     
  12. fulano

    fulano Chieftain

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    Making spies more valuable is a great point. I do like making the game more diverse instead of only researching the same thing. One way of heping this is adding lots of dimensions like culture, armies, spies, religion, etc.

    Also I think it is a great gameplay attribute for an underhanded guy to be able to undermine a stronger guy. Currently in Civ4 and MoO2 civ it's hard to catch up once you fall behind! That's one thing that old games like Starcraft 1, Age of Empires II, Red Alert 1 did excellently is that each unit had something it was weak against and something it was strong against so everything was useful and you could counter enemy armies and still beat them even if they were stronger. I'm starting to like your idea here even more, I'm not sure if I'll be able to help but I'd like to see it happen.

    Currently I'm going to finish the promotion rework and changing icons then we'll see from there, I'd like to take some time to actually play the mod for a while. :)
     
  13. fulano

    fulano Chieftain

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    You know, after more playing, I'm leaning away from the normal races not getting to choose what they can have.

    I like the normal method of researching for the normal races because first, you get what you choose (as you should). Second, it is easier for new people to learn. Third, as you learn the game you can use spies to do even better.

    I'm still going to look into what random events can do though.
     

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