Tech Tree Suggestions
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- Xbwalker
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Tech Tree Suggestions
As I have been going through the tree and making a diagram in prep for my Tech+ mod, I have come across the following data discrepancies.
Advanced Computing tech has a dependency on tech ID 71 which doesn't exist
Galactic Dynasty tech requires ID 165 as a secondary dependency and that tech doesn't exist.
Articulated Vehicles depends on improved haptics, but I think you may want it to depend on Electropolymer Wheels instead since Electropolymer Wheels depends on the same tech (Haptics) and also since Electropolymer Wheels is a dead end tech currently.
By the way, I made a Visio diagram of the whole tech tree as it currently is. If you guys don't already have something like this somewhere, you are welcome to take and use it as much as you want. I also have the VSD file if you want it.
Advanced Computing tech has a dependency on tech ID 71 which doesn't exist
Galactic Dynasty tech requires ID 165 as a secondary dependency and that tech doesn't exist.
Articulated Vehicles depends on improved haptics, but I think you may want it to depend on Electropolymer Wheels instead since Electropolymer Wheels depends on the same tech (Haptics) and also since Electropolymer Wheels is a dead end tech currently.
By the way, I made a Visio diagram of the whole tech tree as it currently is. If you guys don't already have something like this somewhere, you are welcome to take and use it as much as you want. I also have the VSD file if you want it.
- Balthagor
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Re: Tech Tree Suggestions
That's awesome! thanks.
Ticket 26050
Ticket 26050
- Xbwalker
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Re: Tech Tree Suggestions
Government Expansion Programs, tech ID 128 seems to be another dead end with no dependencies and no effect. Maybe I am reading it wrong though. Anyhow, I am going to borrow it for my tech mod Expanding the government seems like a good step toward a galactic empire.
- Balthagor
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Re: Tech Tree Suggestions
That's very possible. We've got plans not only for more techs, but more tech effects to be added as development continues.
- Xbwalker
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Re: Tech Tree Suggestions
Colony Ships requires Civilian Space Travel and Space Transport as pre-requisites. However, so does Space Cargo Ships. Not sure if this is by design or not. Seems the more natural evolution would be from Space Cargo Ships to Space Transport since the requirements are the same.
Gonna do that for my mod but thought I would point that out for you guys just in case.
Gonna do that for my mod but thought I would point that out for you guys just in case.
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Re: Tech Tree Suggestions
^thisXbwalker wrote: ↑Nov 18 2020 Colony Ships requires Civilian Space Travel and Space Transport as pre-requisites. However, so does Space Cargo Ships. Not sure if this is by design or not. Seems the more natural evolution would be from Space Cargo Ships to Space Transport since the requirements are the same.
My SR:U Model Project, get the latest and post suggestions here:
http://www.bgforums.com/forums/viewtopi ... 79&t=28040
http://www.bgforums.com/forums/viewtopi ... 79&t=28040
- Balthagor
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Re: Tech Tree Suggestions
k, I've started to review our notes and compare it to XBWalker's suggestions;
Tech Tree Changelog v.655
Tech Tree Changelog v.655
- Added Orbital Labs
- Added Semi Autonomous Probes from Orbital labs
- -- use for drones
- Changed Space Fighters Prereq to Semi Autonomous Probes
- Advanced Computing prereq adjust to Orbital Labs
- Added High Pressure Storage
- Added Short Range Transport
- -- use for in system transport
- Prereq updated for interstellar Travel to High Pressure Storage
- Renamed Space Fighters to Piloted Spacecraft
- Added Stellar navigation sensors, prereq orbital lab
- Added Ballistic Space Weapons, prereq Piloted Spacecraft, Stellar navigation sensors
- -- use for interceptors
- Added Focused Beam Weapons, prereq quantum data buffers
- -- Use for Attack Fighters
- Balthagor
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Re: Tech Tree Suggestions
More changes;
Tech Tree Changelog v.655, second pass
Tech Tree Changelog v.655, second pass
- Added Interstellar Ship Hulls
- Added Quantum Calculations
- Added Quantum Computers
- Added Neuro Linguistic Decoding
- Changed a lot of prerequisites
- Reindexed Gov Expansion/Unification/Dynasty, pushed further down the line
- Added Flux Quantum Processing
- Added Human Augmentation Machinery
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- General
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Re: Tech Tree Suggestions
Maybe some techs like augmented targeting computers which increase range of attack maybe for some space craft? As a follow on for advanced computing?
Maybe something else somewhere to increase certain defence stats too.
Maybe something else somewhere to increase certain defence stats too.
My SR:U Model Project, get the latest and post suggestions here:
http://www.bgforums.com/forums/viewtopi ... 79&t=28040
http://www.bgforums.com/forums/viewtopi ... 79&t=28040
- Balthagor
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Re: Tech Tree Suggestions
I have a set of things like this planned, likely next week to have those added.
- Balthagor
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Re: Tech Tree Suggestions
Next pass;
- Tech 131 rename Interstellar Escorts
- -- Should unlock Destroyer and Escort, but the other ships should move to other techs.
- -- Added 190 Interstellar Capital ships @18 for Cruiser/Battlecruiser
- -- Need new tech for Command
- -- Need new tech for Carrier
- Tech 106 is now the FTL engineer prereq instead of 111
- Tech 132 renamed to Interplanetary Patrol Ships
- Added Advanced Power Systems (175@17)
- Changed Nano processing level +1, prereq adjusted
- Tech 164 disabled, no longer applies
- Tech 184 renamed FTL Detection Theories, will need description update. Moved to Science. Prereqs update
- Balthagor
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Re: Tech Tree Suggestions
Changes in v.658
- Changed Gov Unification to require Alien Cultures
- Added Understanding Solar Systems @ 15 to as intermediary science tech (162)
- Dark Energy Laws and Principles moved up to level 16, new 162 replaces 111 prereq
- --139 prereq moved down to 162
- --Added 158 as prereq
- Dark Energy Harvesting moved to level 19, added 183 as prereq
- Added Ammo Loader Mechanisms @11 (94) from Ballistic Space weapons and Advanced Computing. First use of effect 680 - weapons module increase 1.0
- Added Improved Engine Reactions @10 (93), class 22 engines upgrade 1
- Balthagor
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Re: Tech Tree Suggestions
Tech Tree Changelog v.659
- Focused Beam Weapons (Attack fighter prereq) moved back to 11
- Prereqs adjusted
- Civilian Space travel prereqs updated, moved to 14
- Colony Ship prereqs updated, moved to 16
- Flux Quantum processors moved to 14
- Interplanetary Patrol Ships prereqs updated
- Interstellar Escorts preres adjusted
- Nano-Computing possibilities moved to 15
- Advanced Power systems moved to 16
- Added Improved Material Components @17
- Dark Laws prereqs adjusted
- Added Improved Stellar Hulls @19
- Interstellar Capital Ships moved to @20
- Adjusted tech prereqs for Finished Goods Manufacturing Improvements
- --- Renamed Improved Goods Manufacturing
- --- Description likely needs adjustments
- Future Military Designs II moved to 20, adjusted prereqs
- FTL Detection Theories moved to 21, prereqs adjusted
- Aded AI Advances @19
- Artificial Life moved to 20, fixed typo. Retranslated
- Added Gaseous Atmospheres @17 - bigger issue of how to deal with these
- Added Computation System Advances @20
- Various techs adjusted between level 19-22
- Balthagor
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Re: Tech Tree Suggestions
Just a quick comment that more updates are being made. We're struggling with some design choices around ship upgrade paths and component upgrades. Some observations on the latest decision;
In the equipment file, we can also create offsets for a ship design. Destroyers and Cruisers share the same class (Space Capital Ships) but are separated by 10+ techs. We are adding some techs so players can start upgrading their capital ships without needing all in the class to be researched. So if there are 2 techs that increase Engines by 2 in early progress, those techs will be required to unlock the cruiser and the cruiser will be given a -2 engine offset so that it starts at zero (+2 from early techs -2 from offset = 0)
I'm still making changes to the files, but thought I would share how this system is implemented.
- Ship upgrades affect one of 5 component types (Armor/Weapons/Command/Cargo/Engines) and do some for the whole class (Ex. Space Capital Ships)
- Visual components can be "made visible" on ship models if set up that way. (working and tested)
- There is a data file that defines how stats change with each upgrade per class per component type (stat changes not implemented as of version 0.687)
- The research path will require "upgrading" of some existing ship types before a player can unlock another ship type
In the equipment file, we can also create offsets for a ship design. Destroyers and Cruisers share the same class (Space Capital Ships) but are separated by 10+ techs. We are adding some techs so players can start upgrading their capital ships without needing all in the class to be researched. So if there are 2 techs that increase Engines by 2 in early progress, those techs will be required to unlock the cruiser and the cruiser will be given a -2 engine offset so that it starts at zero (+2 from early techs -2 from offset = 0)
I'm still making changes to the files, but thought I would share how this system is implemented.