Author Topic: The Deleted Technologies?  (Read 12010 times)

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Offline BFG

The Deleted Technologies?
« on: January 20, 2013, 06:08:39 AM »
Out of curiosity, has anyone tried to reimplement the two deleted technologies, Inertial Damping and Global Energy Theory?  If so, where did you put them and what bonuses did you assign to them?
(If I had to guess, I'd say the Economic Victory was enabled by Global Energy Theory, and possibly the economic diplomatic proposals.  Not so sure on Inertial Damping...perhaps it was the original home for the Tachyon Field?  Maybe it would be a candidate for adding the Heavy Transport ability back into the game?)


Inertial Damping quote:
"Until now, the battle had been proceeding smoothly. The enemy was outflanked and had been driven from the reactor housing. But against the reactor itself, the matter cannons were strangely ineffective. Rounds simply - stopped - in midair." --Colonel Corazon Santiago, "A Tactical History of Sparta"

Global Energy Theory quote:
"Energy is the currency of the future." --CEO Nwabudike Morgan, "The Centauri Monopoly"
« Last Edit: February 04, 2013, 12:29:16 PM by sisko »

Offline Mart

Re: The Deleted Technologies?
« Reply #1 on: January 20, 2013, 12:54:15 PM »
I used empty slots for some new other techs in a mod. They would need to get sound files replaced.

Offline BFG

Re: The Deleted Technologies?
« Reply #2 on: January 20, 2013, 06:31:01 PM »
Yeah, I suppose that those extra slots (as well as the two undocumented extra slots at the end of the list) could be used in mods...but I was more interested in restoring these two "lost" techs to the vanilla game.
I tend to play a builder-type with Zakharov, and reach the end of the tech tree well before the end of the game.  So for my play style, two more techs is a good thing, even if the value is dubious.

Offline Mart

Re: The Deleted Technologies?
« Reply #3 on: January 20, 2013, 07:28:26 PM »
I have 2 deleted techs and User Technology (before Transcendent Thought) in alphax file not modified. Do you think, there is more than 89 slots?

Have you played with research stagnation? There is also a way, by faction modification, of additional slowing of technology rate.

Offline gwillybj

Re: The Deleted Technologies?
« Reply #4 on: January 20, 2013, 09:46:57 PM »
Max 89 Techs.

3 ways to slow down research:

Tech Stagnation ON [in game setup]

RESEARCH, -5, [in faction specs: Labs research slowed by 50%. Can be -10 to -50]

Under #RULES in alphax.tech change 100 to any number:
50,      ; Technology discovery rate as a percentage of standard [I don't know the limits]
Two possibilities exist: Either we are alone in the Universe or we are not. Both are equally terrifying. ― Arthur C. Clarke
I am on a mission to see how much coffee it takes to actually achieve time travel. :wave:

Offline Yitzi

Re: The Deleted Technologies?
« Reply #5 on: January 23, 2013, 06:05:49 PM »
Max 89 Techs.

3 ways to slow down research:

Tech Stagnation ON [in game setup]

RESEARCH, -5, [in faction specs: Labs research slowed by 50%. Can be -10 to -50]

Under #RULES in alphax.tech change 100 to any number:
50,      ; Technology discovery rate as a percentage of standard [I don't know the limits]

These all have different effects:
-Tech stagnation slows research by 33%, but it also slows the decreasing of tech cost over time (yes, tech cost decreases with time, though this is usually dwarfed by the effects of learning new techs) by 33%.  Essentially, under tech stagnation each turn counts as 2/3 of a turn.
-Giving everyone a RESEARCH penalty will increase the significance of RESEARCH bonuses and penalties (except that penalties that bring the total below -5 are irrelevant).  It will also mean nobody gets any tech for the first 10 turns.  Usually, a better option is to change the Research modifier on the Rules tab in the faction editor.
-Tech discovery rate as a percentage of standard has the simplest effect, merely multiplying tech acquisition.  This can be any value from 0 to 1000.

Offline Mart

Re: The Deleted Technologies?
« Reply #6 on: January 23, 2013, 06:50:29 PM »
And for faction attributes, there are these:

;   RESEARCH    = Free research points per base per turn.
...
;   TECHCOST    = Modifier % for tech research rate.
;                 (e.g. 125 means each discovery costs
;                 125% the usual number of research
;                 points).

Offline BFG

Re: The Deleted Technologies?
« Reply #7 on: January 23, 2013, 07:43:27 PM »
I may have misled you guys a little...while it's true I'm interested in having a couple more techs for my University to research, I'm more interested in knowing what Firaxis originally intended for these techs.  I can't help but notice that there's 22 Build and Explore techs but only 21 Conquer and Discover; these two would even the tree out.

Planetary Energy Theory seems to be an obvious place to put Economic Victory, and perhaps some other perks...but what the heck would Inertial Damping have been used for?  Where would you guys put these in the existing tech tree if you were to reenable them?

Offline Yitzi

Re: The Deleted Technologies?
« Reply #8 on: January 23, 2013, 08:58:55 PM »
Planetary Energy Theory seems to be an obvious place to put Economic Victory, and perhaps some other perks...but what the heck would Inertial Damping have been used for?  Where would you guys put these in the existing tech tree if you were to reenable them?

Based on the quote, Inertial Damping probably would have given the tachyon field (it's the same quote.)  I would probably put Planetary Energy Theory as having Planetary Economics and Pre-Sentient Algorithms as a prerequisite, and replacing Planetary Economics in one if not both of the techs that have it as a prerequisite.  (Planetary Energy Theory and Planetary Economics are really essentially the same idea.)

Inertial Damping would require Photon/Wave Mechanics and Unified Field Theory, and replace UFT as a prerequisite for Frictionless Surfaces.

Offline BFG

Re: The Deleted Technologies?
« Reply #9 on: January 23, 2013, 09:18:01 PM »
Based on the quote, Inertial Damping probably would have given the tachyon field (it's the same quote.)  I would probably put Planetary Energy Theory as having Planetary Economics and Pre-Sentient Algorithms as a prerequisite, and replacing Planetary Economics in one if not both of the techs that have it as a prerequisite.  (Planetary Energy Theory and Planetary Economics are really essentially the same idea.)

Inertial Damping would require Photon/Wave Mechanics and Unified Field Theory, and replace UFT as a prerequisite for Frictionless Surfaces.
Those make sense, again based on the quotes and the current tech tree.  That said, since Planetary Economics and Global Energy Theory are so similar, it may make more sense to replace Global Energy Theory with a technology that would enable Heavy Transport (the only unit option, besides Slow Unit, currently unavailable in the game).  The quote wouldn't match but it would work otherwise.
Either way, I've noticed that the icons for both technologies (as viewed in the PCX file) are duplicates of those for other technologies.

Offline Flygon

Re: The Deleted Technologies?
« Reply #10 on: January 24, 2013, 01:45:58 AM »
...would enable Heavy Transport (the only unit option, besides Slow Unit, currently unavailable in the game).
Unity Foils come with the ability Slow Unit

Offline BFG

Re: The Deleted Technologies?
« Reply #11 on: January 24, 2013, 03:33:01 AM »
Unity Foils come with the ability Slow Unit
You're right; I should have phrased that better.  I meant that Heavy Transport and Slow Unit are the only known programmed-in technologies that are not selectable by the player.  (Not that I could imagine anyone WANTING Slow Unit...unless it reduced production cost, I suppose.)

Offline Kilkakon

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Re: The Deleted Technologies?
« Reply #12 on: January 24, 2013, 03:15:43 PM »
That's actually an interesting idea--what would people do if Slow Unit was available and it reduced the cost of the unit?

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Re: The Deleted Technologies?
« Reply #13 on: January 24, 2013, 03:29:47 PM »
...Could you manufacture and then later upgrade w/out the ablitity?

Offline Green1

Re: The Deleted Technologies?
« Reply #14 on: January 24, 2013, 03:44:00 PM »
Tech stag is fine. I use simular features in other games (like epic for Civ). It is not for everybody, but many times with the default settings in this game, you truly do not get to enjoy units before they are rendered obsolete and ineffective.

Would not fly in some MP games, though. You need it faster or games would last 2 years.

 

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