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[SUB MOD] PR - Advanced Tech Tree Edition


5 replies to this topic

#1 Sûlherokhh

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Posted 14 January 2014 - 04:07 PM

I've been working on an advanced Tech Tree for PR 1.2.

It's about 70% done and incorporates three main features:

  • Carrier research and upgrade always require the complement to be buildable as well (fighter/freighter research/upgrade as a prerequisite)
  • Starting the campaigns at a Tech Level higher than 1 also upgrades all units available at lower Tech Levels
  • AI controlled faction uses a simplified upgrade mechanism. It simply advances the Tech Level and therefore upgrades everything in a single jump using a simple timer and a random function for free.

I also incorporated several other things i found important, mainly those i used to modify Chih's SubMod (reinforcement and ground fighting capabilities of Heroes, extended Hero and Hero Recruitment Text Strings for Hero Units and Planets) as well as a complete description of all ship complements in the ship's encyclopedia info. This transfers over to the Droid Log Tech Tree unit descriptions, so you know which fighters to research to be able to research carrier ships. I also pushed around the Droid Log Tech Tree's units to more suitable x,y locations (arranged logically and somewhat more to the right side, so you can ready encyclopedia info without covering the tree underneath.

 

I am considering waiting for PR 1.3 before release, but if i am done before that, i'm pretty sure i'll post it anyway. :)

 

 

At least now i am a pro in scripting. :D


Edited by Sûlherokhh, 14 January 2014 - 06:07 PM.

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#2 evilbobthebob

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Posted 14 January 2014 - 04:31 PM

Sounds great! Good to see you guys putting together stuff like this. Might be a little difficult to work out prerequisites for the player though, even with the complement tooltips. Going round researching all the fighters might get tedious.


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#3 megabalta

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Posted 14 January 2014 - 05:46 PM

So why is this a submod? These sound like really good modifications. Shouldn't it be in main PR?



#4 evilbobthebob

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Posted 14 January 2014 - 06:10 PM

I gave two reasons why there may be problems with this mod. Furthermore adding complexity to the story scripting system is a difficult exercise that can result in a lot of tech tree bugs.


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#5 Sûlherokhh

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Posted 14 January 2014 - 06:22 PM

evilbobthebob, on 14 Jan 2014 - 4:31 PM, said:

Sounds great! Good to see you guys putting together stuff like this. Might be a little difficult to work out prerequisites for the player though, even with the complement tooltips. Going round researching all the fighters might get tedious.

 

Thanks. It is a little difficult at first. But you'll soon get the hang of it. If you see the complement of, for example, the Acclamator II [Complement: 12 TIE Starfighters, 12 TIE Targeters, 4 Lambda-class T-4 Shuttles, 2 Delta-class DX-9 Transports] and you are not able to upgrade it right away, you can't go wrong upgrading all 4 unit types once. The upgrade to Acclamator III would actually only require the TIE Fighter upgrade: [Complement: 12 TIE Fighters, 12 TIE Targeters, 4 Lambda-class T-4 Shuttles, 2 Delta-class DX-9 Transports]. In some cases, there are new units in the next upgrade which i referenced in the earlier version like the CC-9600 Frigate, which initially has no complement at all [● (Upgrade to CC-9600/E Frigate requires T-65B X-wing Starfighter and R-22 Spearhead Squadrons)]. Besides, it adds a whole level of complexity, adding to the fun of micro managment. Those who don't like it don't have to use it, or just start with Tech Level 3+.

 

The simplified upgrade for the AI is what i really like best though. The way the AI upgrades otherwise does not exactly add to the challenge level of the game. Once you have the stronger units, you can't loose at all, which is already almost always a given even on an even Tech tier.

 

 

evilbobthebob, on 14 Jan 2014 - 6:10 PM, said:

...

Furthermore adding complexity to the story scripting system is a difficult exercise that can result in a lot of tech tree bugs.

 

... which is what took the largest part of work. Testing every little upgrade, removing every not removed upgrade, etc.


Edited by Sûlherokhh, 14 January 2014 - 06:26 PM.

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#6 a.fake.name

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Posted 15 January 2014 - 06:57 AM

Oh, I fully approve of this!


Chih, on 05 Jun 2013 - 10:52 PM, said:

Playing PR when stoned is awesome

 




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