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Tech and Research Help?


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#1 tandy45

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Posted 26 August 2012 - 12:24 PM

Having installed the phoenic Rising mod I have to say a massive well done in creating such a brilliant mod and Thank you for providing it to the general public. I was wondering one of two things, When starting the core worlds campaign I've noticed that on various planets Courascant and Kuat for example I can build a space colony five station then build a level 5 orbital shipyard would this be wise or would it be better of buying a lower tiered ship yard in regards to research or is all the research conducted through a research station thus by-passing the level of the shipyard? For instance if I build a level 5 shipyard and a research station, would I then be able to research all the tech for say a tie-fighter or would it have been better of building a lower leveled shipyard?. My second query is if I pour research into tie-fighters from say Caridia would all the tech from the research be spread across the whole of the tie-fighters I build throughout the galaxy or only on that particular planet?. Many thanks

#2 Kitkun

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Posted 26 August 2012 - 12:39 PM

Check the tech tree for research progression. It's fairly straightforward, I.E. you unlock a fighter to get more advanced fighters. Unlock a Star Destroyer to get variants of it. As for a shipyard 5, you can research a Praetor straight away. And yes, research is galaxy-wide.

Edited by Kitkun, 26 August 2012 - 12:40 PM.

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#3 skie9173

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Posted 26 August 2012 - 05:52 PM

Research stations need to be paired off with shipyards to research anything. Shipyards of different levels allow you to construct different things, such as fighters, and bombers at a level one shipyard, or battleships and dreadnaughts at level five shipyards. To research anything you have to have both a research station and a shipyard of the correct level, so a planet with one of every shipyard level could research everything, while one with only a research station and level one shipyards could only research and upgrade fighters/bombers ect...

The more shipyards of the same level you have on a planet you have the faster they will produce units (to a degree, think there is a cap on this). So on those planets that have research bonuses generalize your shipyards more than on a planet like Mon Calamari, which has bonuses to certain shipyards.
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#4 evilbobthebob

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Posted 26 August 2012 - 08:08 PM

Be careful with having too many different shipyards with a research station. It tends to fill up the build bar quickly, and there is nothing we can do to change that right now.

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#5 Phoenix Rising

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Posted 05 September 2012 - 04:05 PM

The more shipyards of the same level you have on a planet you have the faster they will produce units (to a degree, think there is a cap on this).


No cap, more of a zero asymptote (reduction from multiples is yards / yards + 1). This doesn't apply to research items though.

#6 Ghostrider

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Posted 05 September 2012 - 05:53 PM

Just so you are aware, I'm changing starting infrastructure on GFFA-era campaigns, partly due to the "other developments" in progress, but also so you kick start your campaign with research capability in key areas from day 1.

Edited by Ghostrider, 05 September 2012 - 05:54 PM.


#7 Henry X

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Posted 06 September 2012 - 10:11 PM

I wish we could research improvements to planets. Like investing in a planet's defense a bit more.

For instance, turbolaser defense I could lead to turbolaser defense II and so on. It would give new meaning to the term fortress world.

#8 evilbobthebob

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Posted 07 September 2012 - 10:26 AM

Well, that would actually be possible since we have two grades of turbolaser defence already, and structures can be set up to require a pre-requisite. We could attach a Lua script that then removed the previous defence level once the new one was built. Shields could do the same thing, I could add small base shields to maps as well as large ones.

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#9 FormulaRedline

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Posted 07 September 2012 - 06:09 PM

yards / yards + 1

By yards do you mean yards past the first? So 1 yard total is 0% reduction, 2 yards total 50% reduction, 3 yards 67%, etc.

#10 Henry X

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Posted 13 September 2012 - 09:55 PM

Well, that would actually be possible since we have two grades of turbolaser defence already, and structures can be set up to require a pre-requisite. We could attach a Lua script that then removed the previous defence level once the new one was built. Shields could do the same thing, I could add small base shields to maps as well as large ones.


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#11 Phoenix Rising

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Posted 14 September 2012 - 05:25 PM

Correct, Formula.

If there are two buildable turbolaser defenses and you remove the original, how does the engine know it can't be rebuilt? There's no such thing as a per-planet build lock or an anti-prerequisite tag.

#12 Darth Stalin

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Posted 17 October 2012 - 02:58 PM

that would actually be possible since we have two grades of turbolaser defence already

Khem... what do you mean about these "two grades"?

#13 Phoenix Rising

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Posted 18 October 2012 - 05:55 PM

There's a smaller one that Independents sometimes get. It's really only the human case that's the issue here.



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