Technologies

Hmm, more tolerable and a few SW ships do have solar sails for propulsion and stuff, though these are probably more in "elegant" gategory than "powerful."
 
Hmm, more tolerable and a few SW ships do have solar sails for propulsion and stuff, though these are probably more in "elegant" gategory than "powerful."

Elegant, slow, and not very widespread

also I am somewhat skeptical of having a large tech tree, I think scenarios would work better. Also modeling the advancement of galaxy is all but impossible
 
I'd like to point out that, though I CBF to search those images for it, you said in error that Turbolasers would open up medium fighters. However, Turbolasers are only used on corvette/freighter class ships and larger. The heaviest conventional laser weapon you'll have on a fighter is a heavy laser cannon.

Turbolasers are also used for anti-SF duty in light turrets, or for base defenses/on heavy vehicles.
 
I've got tech quotes!

Midi-chlorian testing:"Without the midi-chlorians, life could not exist, and we would have no knowledge of the Force. They continually speak to us, telling us the will of the Force. When you learn to quiet your mind, you'll hear them speaking to you." Qui-Gon Jinn to Anakin Skywalker
Light Force:"A Jedi uses the Force for knowledge and defense. Never for attack." Yoda
Dark Force:"You don't know the Power of the Dark Side." Darth Vader
Blasters:"Hokey religions and ancient weapons are no match for a good blaster at your side, kid." Han Solo to Luke Skywalker.
 
Dark Forcers:"Evil is a word used by the ignorant and the weak. The dark side is about survival. It's about unleashing your inner power. It glorifies the strength of the individual." Darth Zannah

Or "You don't know the power of the Dark Side" Darth Vader
"The dark side of the force is a path way to many abilities some concidered to be unnatural" Palps
 
http://starwars.wikia.com/wiki/Solar_ionization_reactor - Well this is what iwas reading from solar powered starships

and i made a tech tree the same size as vannila civ, i basically copyed it the best i could so that it would be fair and balanced. i do have 1 extra though

oh and the tech qoutes do you guys have Mp3 or wav for those (from the movies), i already found 81 qoutes wav , blasters i have exactly what you have, i could use a better midi-colorian like yours though

And thanks for the turbolaser thing i didnt know that they were only use on turrets, ill change it as soon as i can to some other laser:P
 
I knew that solar power idea came from TIE fighter somehow, but even with Star Wars rubber science, solar powered warships sound like a stupid idea. Oops, a shadow, we have to fight elsewhere. IMO, the better explanation for those TIE fighter panels is that they are for radiating the excess heat, which is difficult to get rid of in space. They may have solar panes also, but that's probably secondary or tertiary purpose for them. Something like a reserve power system to keep life support going if the main reactor fails.

The term "solar ionization reactor" in turn could be a certain type of fusion reactor. The stars basically are big fusion reactors, after all.
 
^ok so i probably should change it too solar ionization reactor to be more accurate?

very close to finishing btw guys, just have to edit the names for the changes you guys suggested and write the rest of the text of the qoutes (should finish by the end today)
 
Yeah, a little specific, but it won't look silly at least.
 
i have the technologies done civeditor, you want me to upload them here for you, pm them?

and on top of that since the eras and technolgies are sort of the core of the game, it will come up with lots of errors regarding "missing technologies" so you might want to add it last, so ill do my best to test it right now to figure out if i myself made errors (which im sure i have)
 
I'll add it last so you don't need to add it for a while
 
I've looked over the tech tree, but I'm not quite sold on it. From the looks of it, the tech tree is starting out with some really high tech like interstellar spacetravel and moisture farms. Wouldn't it make more sense to have the player start out with primitive technologies (like techs that allow farms, camps, mines, maybe archers and slughthrowers) before you allow the civs to go off-planet? Its like saying "I have the technology to send probes off-world, but then I don't know how to create a farm" :confused:

Then again, I suppose Star Wars just kinda skips all stuff modern era and earlier usually (either a civilization is primitive with spears and bows, or has lasers, no in-between). So I must ask: Should we have technology start in a more Ancient Era way (where the player goes from Ancient to Modern rather quickly, and then get into more Star Wars technology) or have the game start with Star Wars technology, but then have lots of initial improvements, upgrades, etc. that civs start the game with?

Oh and a few other points:
- Dark Side religion should come AFTER Light Side religion (Sith Order came about due to schisms in the Jedi Order)
- Potentium religion should be added (essentially "Grey" Jedi religion); should come somewhat late in the tech tree
- Have the tech tree break off into "organic army techs" and "droid army techs" (since most civs in Star Wars used a mixture of organic troopers and battle droids). Also cloning technology should come fairly late in the tech tree, and should be another branch in military technology I think.

Just my 2 cents. I may try and come up with a quick mock-up of how I see a Star Wars tech tree working.
 
What would be interesting to see is starting in the "Ancient" Star Wars era. For us nerds that know what that means, it was a time considered not before there was space travel but generally before the Force was well-established.

Basically look at the Old Republic and that's only slightly advanced from the Ancient era. Clearly there's not much improvement to be made. Internal complexity might have advanced, but we're not privy to that sort of information.

As for the different "religions," or Force Paths, I agree that Dark Side should certainly come after Light Side. I can dig into one of my ref books and get a good order for these.
 
What would be interesting to see is starting in the "Ancient" Star Wars era. For us nerds that know what that means, it was a time considered not before there was space travel but generally before the Force was well-established.

Basically look at the Old Republic and that's only slightly advanced from the Ancient era. Clearly there's not much improvement to be made. Internal complexity might have advanced, but we're not privy to that sort of information.

As for the different "religions," or Force Paths, I agree that Dark Side should certainly come after Light Side. I can dig into one of my ref books and get a good order for these.
Theres a lot that happens BEFORE the Old Republic era ;)

http://starwars.wikia.com/wiki/Timeline

The tech tree should probably be divided into these various eras:
- Pre-Republic Era
- Old Republic Era
- Fall of the Republic/Rise of the Empire Era (covers Clone Wars)
- Rebellion Era
- New Republic Era

Oh, and also, I don't think this mod should even have the Yuuzhan Vong. They're a species from another galaxy with technology that is COMPLETELY different. They'd need their own tech tree to make sense, and making a whole seperate tree for just them is a lot of extra work.
 
We hope to make almost every unit they have unique and organic, but this will take quite some time at he current pace. We should leave the tech tree until version 1.0 comes out then start tweking and adding/subtracting to make it "perfect". true it needs some stuff but think about this could it go without it for now. if the answer is yes we can wait till version 1 comes out and the start our tweaking.
 
We hope to make almost every unit they have unique and organic, but this will take quite some time at he current pace. We should leave the tech tree until version 1.0 comes out then start tweking and adding/subtracting to make it "perfect". true it needs some stuff but think about this could it go without it for now. if the answer is yes we can wait till version 1 comes out and the start our tweaking.
The tech tree is the most important part of the mod aside from terrain and resources imo. The tech tree is what helps give the idea of what needs modeled and such. And you DEFINITELY shouldn't call it version 1.0 until you at least have a full tech tree and working civilizations. Version 1.0 is essentially like saying "the meat and potatoes of this mod is complete" with the later versions just being icing on the cake (graphics and the like).

I'm still trying to work out a tech tree in my mind (about to finish what I think should be the Pre-Republic Era). I think its more accurate so far then the tech tree in here so far. I'll present what I have done when I get to a good point.
 
Theres a lot that happens BEFORE the Old Republic era

Aye there's a lot that happens in Lore but it's hard to put (too) much of it into the game considering how vaguely referenced most of it is. I guess we could forge a new path there though ;)

As for the Vong, we could make them simply Barbarians in the later world.
 
Alright I think I got a basic rough draft (just Pre-Republic Era) of what I think the tech tree should look like. Its in an Excel document (You should be able to access it if you have Excel 2003 or higher, or possibly lower).

http://www.megaupload.com/?d=7AP1BWZJ

Starting Techs at beginning of game:
- Settler
- Worker
- Warrior (a primitive archer/spearman/etc.)
- Barracks
- City Building
- Wood / Jungle Chopping

Key:
Red = Unit
Blue = Improvement
Green = Special Ability
Orange = Wonder

All special abilities are doable by Worker, except Hyperlanes, which are doable by Scout Ships (work like the lanes in FF). Oh, and my thought is that Species should be a resource, and the resource is gained by putting a Village on that tile. Species resources would be used to access special units (and could be used as labor if you have the Slavery civic). Also the dark red line indicates the changing from the Pre-Republic Era to Old Republic Era. Oh yeah, and Jedi can only be built if you've converted to Light Side (likewise Sith can only be built if you've converted to Dark Side).

If you're wondering what the use of Slughthrower units are: they'd be more effective against Jedi and Sith then Blaster-wielding units since their slugs dont ricochet off lightsabres :p. Also if you're wondering what the Hypergate does: its supposed to be a national wonder (that you should be able to build multiple times I think) that works like a teleporter between cities with Hypergates, but that might be TOO powerful.

Took many names from these threads:
Buildings - http://forums.civfanatics.com/showthread.php?t=333239
Civics - http://forums.civfanatics.com/showthread.php?t=219746

If you all like the current tech tree so far, I'll move onto the Old Republic Era. Also suggestions and criticisms are welcome.
 
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