TobiWahn, Verify if the listed techs have all the required items within permissable limits: time to research, credit, metal and crystal costs, number of labs required and they are correctly mapped to the other areas of the program they are supposed to alter or impact. I suspect there is a broken requirement which may not allow the tech research to complete implementation which would then prevent the AI from researching any other tech in that category. A few such broken techs would lea
Darvroth
Wow, filemaker 11 is an investment...
Sweet! I'll keep at my efforts but when done would like to assist in populating your DB. The graphical interface really helps with the organization post brain storming. Darvroth
TobiWahn, I now understand the scope of the tech effort ongoing. That said I never saw the tech DB work Rodney was doing or how far it progressed. Not knowing differently I continued populating the Origo listings which I fully admit are a jumbled mess. I will strive to cross walk (a holistic approach looking for completeness) the Origo listings which will not un-clutter the existing effort but will strive to ensure there are no tech gaps, or overlooked but required techs. I
TobiWahn, Mechanic question. Will the construction frigates be the structure repair mechanism for the younger races? If so, how will starbases not in a colonized system that do not yet have that races repair module be repaired? Also, hoping you can shed some light on the ship repair mechanic so I can populate appropriate techs. I can take my answer via PM or at Origo, or on the forum as you prefer. Ditto for the latest version of the anti-matter shuttle, bank and transfer mech
Fellows, The in work 0.42 is Diplomacy 1.32 compatible, it just hasn't been released yet. It was essentially done, however it was determined various tech trees were sufficiently mature they will be included in the 0.42 mod which is delaying its release somewhat. Not to say the tech trees presented will be complete or balanced, but are sufficiently robust to start to get the feel for various factions. As always if a glaring deficit is uncovered, let us know. Darvroth</
TobiWahn, Does this effort constitute the needed tech crosswalk, or more organizational and UI? Darvroth
TobiWahn, Vorlon are at 95+% for tech. I won't call it 100% till all the other races are also done, it is stable and the first serious rebalancing effort is complete. I will set up a "Cross walked" section for new tech for the other races as a catch all and to make it obvious to the coders what is new so they are not hunting and pecking through the current jumbled lists. This will take some time as life is getting complicated for the next several months. Darvroth</
Gah, waiting for weekends..... Darvroth
Peter1x9, I think you may have better luck using the shield mitigation as the upgrade means for the EA, Narn and others though the defense must be limited to certain types of weapons or it is overpowered. Ideally, the defense grid could be made more or less porous to different weapon types but I don't think the engine can handle that. Those not effected ignore the shield, but you are right a lot of balancing needs to happen. If all else fails the shield mechani
Peter1x9, Thank you. The assistance is appreciated. Darvroth
TobiWahn, The Quad Particle Array can most certainly be a ship (and structure) weapon with possible upgrades. If I recall though the rapid fire pulse cannon also had excellent anti-fighter capabilities. The upgrade to rapid fire increased tracking speed for nimble targets and volume of fire per burst both of which served to increase the probability of hit per burst. Against larger targets the rapid fire put more fire at roughly the same spot per burst reducing the effectiveness o
TobiWahn, NP though I have not been tech savy since the late eighties. I'll also dredge up the last couple exchanges I had with Rodney so those thought trains don't die. As for the EA base I'd recommend W1 pulse cannon, W2 heavy plasma cannon, W3 Heavy pulse cannon and have an additional tech to upgrade W1 to rapid fire. I'm slowly adding to the Vorlon but have a ways to go I'd say the Vorlon now stand at 20%. Darvroth
Linked techs make sense especially if there is a useful transitional tech that serves as a logical bridge. For example: EA had Pulse guns and Plasma cannon before the Earth-Minbari War and acquired lasers from the Narn who in turn got them from the Centauri. So for the EA to transition to Laser they would use a diplomatic tech to acquire the basic laser. The diplomatic tech serving as a bridge to new weapon technologies. Supplemental techs in laser improve it. Darvro
Woot!
TobiWahn, About the mine layer, each race will need access to some varient type depends on what coding path is being emulated, (EA, Vasari, Advent). In your example it sounds like the Advent carrier mine squadron emulation is in use (or at least being requested by the AI. Not specific but hope it helps. Darvroth
The difference would be the engagement would be limited to that gravity well and not universally applied, which is different from the current model which is more shoot anything in range that is not friendly. Darvroth
I'd like to see a diplomatic level akin to aggressive neutrality. Will not fire unless fired upon, in own territory, or someone elses. Darvroth
Yarlen, How much of these new diplomacy tweaks will be modable? In particular for the B5 mod we are looking at using the tech tree to unlock levels of diplomacy rather than having all available at the start. This is particulary necessary for the First Ones as they are overpowered early on and need controls to slow down war like behavior as a balancing mechanism. In particular that mod needs to be able to freeze diplomacy at a ceasefire level or better until the appropriate tech unlock
Peter1x9, The hardest thing is to balance the First Ones for both small and large maps. Nicely balanced via fleet size alone for a small map makes for puny Vorlons (numbers wise) late game. They are so powerful early game we are trying to implement mechanics that prevent them from engaging Younger races, at least for a while.... or there would be accidential exterminations, which from a player perspective is no fun. Also both the Shadow and Vorlon will (with luck) have different
TobiWahn, Good luck I have friends who code for a living and know it can be litterally anything hiding in the proverbal haystack. I'm still mulling the Vorlons. I think the mechanic is right if it can be implemented but pacing their tech is hard. Darvroth
TobiWahn, Check this out: https://forums.sinsofasolarempire.com/409797 The designers have heard our call out in the wild. Darvroth
TobiWahn, Glad to help. Sadly most of the data is strictly place holder till the matter of relative scale is determined and the first rough balancing occurs. It is a given weapon damage will be higher but combined with fewer shields and damage mitigation it raises lots of questions. For example in SoaSE a tech that increase armor by .8 is noticable but with the heavier weapon damage is an increase of 5 more appropriate? I know you and Rodney have been engaged to some extent along this
A means of capturing colonies via culture. A means of capturing vice exterminating enemy colonies other than culture. A diplomatc tech series that penalizes or rewards a faction for capturing vice exterminating a colony, An ability to capture enemy tech (where compatible) when capturing a world via conquest. Some rudimentary tactical options/orders in lieu of the pause and slug it out the CPU defaults to. Darvroth
TobiWahn, Your time and talents are best lent to other areas. Answering questions is usually not strenuous and can be done when time or focus do not allow for my other inputs. Think nothing of it. Now back to the DB . [e digicons]}:)[/e]