Tech Tree Mapping

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Vonthoma
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Re: Tech Tree Mapping

#31 Post by Vonthoma » Nov 29 2017

Balthagor wrote:And we now have it in PNG format;

https://abload.de/img/techtree-supremerulertjaq4.png
Cool Thanks

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Anthropoid
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Re: Tech Tree Mapping

#32 Post by Anthropoid » Feb 17 2018

Balthagor wrote:And we now have it in PNG format;

https://abload.de/img/techtree-supremerulertjaq4.png

:P Looks like a circuit board when fully zoomed out!

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Uriens
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Re: Tech Tree Mapping

#33 Post by Uriens » Aug 27 2018

Just want to point out that apparently laser guided munitions and laser gyro stabilizers lead nowhere and add no bonuses and no new units. ATM they are completely useless to research.

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Balthagor
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Re: Tech Tree Mapping

#34 Post by Balthagor » Aug 27 2018

Uriens wrote:
Aug 27 2018
Just want to point out that apparently laser guided munitions and laser gyro stabilizers lead nowhere and add no bonuses and no new units. ATM they are completely useless to research.
Laser Guided Munition increases artillery range by +10%

Laser Gyro Stabilizers is supposed to lead to Modern Tank '07 but Active Armor Protection is currently the prereq. I'll have to review that...
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Leafgreen
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Re: Tech Tree Mapping

#35 Post by Leafgreen » Aug 27 2018

A few days ago I was researching Modern Aircraft II and Modern Aircraft III at the same time.
"That's O'neill, with two l's"
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Balthagor
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Re: Tech Tree Mapping

#36 Post by Balthagor » Aug 28 2018

Leafgreen wrote:
Aug 27 2018
A few days ago I was researching Modern Aircraft II and Modern Aircraft III at the same time.
Laser Gyro Stabilizers is supposed to lead to Modern Tank '07
Fixed for a future update.
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Uriens
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Re: Tech Tree Mapping

#37 Post by Uriens » Sep 08 2018

Naval fuel cells seem to do nothing as well.

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Balthagor
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Re: Tech Tree Mapping

#38 Post by Balthagor » Sep 08 2018

Uriens wrote:
Sep 08 2018
Naval fuel cells seem to do nothing as well.
Hmm, that's an interesting one. The intention was to have some ships that were used fuel cell technology. A set of ships that were built on a different concept. It would seem we never added the ships. That tech should be a unit prereq.

Not sure what we'll do with this yet. We might just remove the tech.
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Nerei
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Re: Tech Tree Mapping

#39 Post by Nerei » Sep 08 2018

Balthagor wrote:
Sep 08 2018
Uriens wrote:
Sep 08 2018
Naval fuel cells seem to do nothing as well.
Hmm, that's an interesting one. The intention was to have some ships that were used fuel cell technology. A set of ships that were built on a different concept. It would seem we never added the ships. That tech should be a unit prereq.

Not sure what we'll do with this yet. We might just remove the tech.
In some ways you already do. Tech 417 "air independent propulsion" basically represents using sterling engines or fuel cells on diesel electric submarines for improved underwater performance. There are several submarines designs already in-game that use fuel cells as a supplement to diesel engines and batteries.
You could naturally use it to represent ships powered solely by fuel cells but I am not really sure how you would represent this in-game in a meaningful way.

On a sidenote it is kinda funny how many nuclear powered designs require this tech though given that it is basically unrelated to nuclear reactors and involves augmenting or replacing diesel engines on conventional boats.

Demonius
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Re: Tech Tree Mapping

#40 Post by Demonius » Sep 08 2018

is there a list, non picture, of all the techs and their id numbers?

Nerei
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Re: Tech Tree Mapping

#41 Post by Nerei » Sep 08 2018

The modding tool is basically that. I use it for looking up pretty much everything related to the game.

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Re: Tech Tree Mapping

#42 Post by Buzzbrad » Sep 09 2018

Demonius wrote:
Sep 08 2018
is there a list, non picture, of all the techs and their id numbers?
I recommend using our modding tool, and opening up the tech tree file within the game files. It will show you every tech along with their ID.

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