I am working on the conquests version....
A look at the new stratocraft and a couple of later infantry
a glimpse of the four science advisor screens
colonization science screen
but progress has become dismally slow. There is a lot of new stuff, and it feels alot better than the current beta (especially with the new, upgradable, infantry line in place), but I am shooting for only one release plus balance patches. looking back at the current beta release, I think it does the mod a disservice. A lot has changed now with conquests, and many problems of creation have arisen, such as buildings that can create units, and I am still waiting for a final patch from Atari. It almost feels as if my initial attempts at mod creation were in vain because of A. lack of artistic knowledge in hte begining and B. So many new features in the new editor. I want to toss out most of the old units because I think they look so bad.....
The new tech tree:
The new tech "tree" is broken into five categories per age.
The first two, (top to bottom) are military tradable and immortality, untradable, the next three relate to the focus of the era. For the colonization era, it is political, [mostly untradable], technology, [tradable] and infrastructure [tradable]
The categories are linear, meaning you can research all the way to reflexive circuitry before you research alloys
The only web effect in the tech "tree" are the resources, in this case silicon (processors), oil (petroleum) and gold? (trade?). These make practical uses of some technologies require other technologies (you can have Empire, but without oil you cannot have armor).
As you can see, I have pretty much re-started from scratch.
So I guess to answer your question more frankly..... Have fun playing the other mods for a year.
This one will still have unseen surprises, usable by the AI, I guarantee it.
A look at the new stratocraft and a couple of later infantry
a glimpse of the four science advisor screens
colonization science screen
but progress has become dismally slow. There is a lot of new stuff, and it feels alot better than the current beta (especially with the new, upgradable, infantry line in place), but I am shooting for only one release plus balance patches. looking back at the current beta release, I think it does the mod a disservice. A lot has changed now with conquests, and many problems of creation have arisen, such as buildings that can create units, and I am still waiting for a final patch from Atari. It almost feels as if my initial attempts at mod creation were in vain because of A. lack of artistic knowledge in hte begining and B. So many new features in the new editor. I want to toss out most of the old units because I think they look so bad.....
The new tech tree:
The new tech "tree" is broken into five categories per age.
The first two, (top to bottom) are military tradable and immortality, untradable, the next three relate to the focus of the era. For the colonization era, it is political, [mostly untradable], technology, [tradable] and infrastructure [tradable]
The categories are linear, meaning you can research all the way to reflexive circuitry before you research alloys
The only web effect in the tech "tree" are the resources, in this case silicon (processors), oil (petroleum) and gold? (trade?). These make practical uses of some technologies require other technologies (you can have Empire, but without oil you cannot have armor).
As you can see, I have pretty much re-started from scratch.
So I guess to answer your question more frankly..... Have fun playing the other mods for a year.
This one will still have unseen surprises, usable by the AI, I guarantee it.