6 new categories and 72 new items added to the shop!Fake forum EC for posting doubled everywhere to help pay for them!
0 Members and 35 Guests are viewing this topic.
I agree this is a lot of work. Especially, when you keep changing versions. I don't think there is a need. What one can get from this "big picture"? I use it to track a development to a single target technology. And, to be frank, it is not really such a big help in it. I always can check immediate prerequisites in game and 99% of the time this is what I only need. When I plan the tree I only need to know which level each tech is to make sure I place them right. Plus I make sure they are do not cluster too much. I.e. there is no easy way for some high level tech. However, the latter is impossible to catch visually, anyway. So I have a program for that.
Not talking about AAA tracking. You need that too and it would be excellent on Optical Computers. I meant the SAM ability needed to attack flying targets. If you do not have that you just die vs needlejets even with AAA tracking mainly because you can't attack land units under a needlejet so they can just walk up to your bases with infantry or probes and there is absolutely nothing you can do about it.
If I could relax the n-1/n-2 to sometimes allow n-2/n-2 or n-1/n-1 (all techs still retain 2 prerequisites) that would already help a lot.
I see what you mean. It would need to be n-1/n-1 and n-3/n-1 one level above as a variant to keep the structure.
@tnevolingMovement is still bugged in v.58first save:Unit seems to be able to move diagonally on river tiles for < 1 movement point. In std game it can go so along the river, no shortcuts.second save:Somehow that Colony Pod in Halls of discipline can move 4+ tiles. Its weird like its rounding ?! on some tiles it spend 2/9 on other 3/9 points.
Ok. Where there's just a # that's for n-2. For n-1 I wrote it out. Had to redo it but your way was better for visualization.
One key aspect of balancing out Needlejets is to put Air Superiority well before Doctrine: Air Power so that factions without Air Power can fight Needlejets.
It's set in #TECHNOLOGY section of alphax.txtBiogenetics, Biogen, 0, 0, 0, 1, None, None, 000100000The highest numbered priority of the 4 will be what kind of tech it is considered. I believe if you set equal priorities it takes the last. The order is conquer, discover, build, explore. The numbers can be greater than 0 or 1 to fine tune beelines or make the AI prefer key techs more.
Yea. I know how it works. I am curious how you specifically divided them in groups? Did you set yourself a rule to use certain gap between different values to make sure it is well aligned with the color like if you set Discover value to be 4 other values cannot go near it to not spoil the grouping? Or it is completely arbitrary? Meaning in conquer you can have equally any of 4333 or 4000 or 1000, etc.?
Looks pretty colorful. I assume this straight line of red techs in the middle is the weapon path?