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 Post subject: Tech Tree Revision: Growth
PostPosted: Fri Sep 04, 2009 9:24 pm 
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Posts: 1772
Location: Orion
Edit: Here is a link to the most recent content updates. /edit

I am finished revising the Growth tree. The relevant files have been uploaded (2 in the next post). Also, I included a special bonus in this update ;)

I am trying to keep the theories at three per level, each one having its own application in the same category, with a few exceptions. Also, Terraforming has been temporarily implemented as a building. Speaking of which, there's a little bonus with regards to Terraforming too...

I know it's a pain to try to go through every part of every text file, so I'll give you a list of the things I've changed that aren't Growth related, or might not seem particularly obvious:

In addition to reworking the growth tree and its buildings, I have:


Set stacking group for Imperial Palace; furthermore, only one can be active at a time in the entire empire

Fixed condition for Collective Thought Network

Fixed objectivity of miscellaneous descriptions

Gave Black Hole Power Plant the prereq Advanced Energy Harnessing, which now has the prereq Matter-Energy Conversion, which is now a theory

Implemented planetary special "Resonant Moon"; buildings which can only be built on moons destroy said moon as a stopgap method of only allowing one such building; this can be gotten around by queuing the buildings on the same turn, but don't try it; I've rigged it so that health will drop to 0 if two such buildings are placed on the same planet

Made Bioterror Projector independent of Bioterror Lab, which is no longer useful

Set all techs that were using a different tech's icon to the default icon (this includes only techs that I have made)

And, one other thing: At this point, I know you all (or maybe just "you"; is anyone besides Geoff reading this?) are wondering what the special bonus was that I mentioned earlier. It is: Neutronium as a preliminary form of strategic resource! It doesn't actually exist as a resource, of course, and to get it to work, I had to use a much more annoying and convoluted system than we'll ultimately use, but it is there, and there are ship parts to go along with it!

Here's how it works:

Neutronium Extractor (building) gives the owner an otherwise unresearchable (due to high research time and cost) tech which is an activation condition for Neutronium Processor (Building) which is a location condition for Neutronium Plating and Neutronium Plated Nuclear Missile (Ship Parts).

Ideally, Neutronium Extractor would produce strategic resource Neutronium, which would then be used to build Neutronium ships at a Neutronium processor. However, I don't know how to do that, and I'm not sure I would anyway. The actual implementation of strategic resources is above my head.

Anyway, there it is: the Growth tree update. Edit: Do not use this buildings file, use the one I posted below. Thanks.


Attachments:
ship_parts.txt [4.84 KiB]
Downloaded 50 times
planet_specials.txt [3.37 KiB]
Downloaded 48 times
buildings.txt [34.51 KiB]
Downloaded 42 times

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Last edited by Bigjoe5 on Wed Dec 23, 2009 3:02 pm, edited 3 times in total.
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 Post subject: Re: Tech Tree Revision: Growth
PostPosted: Fri Sep 04, 2009 9:25 pm 
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Location: Orion
Here are the rest of the files. Also, I tried adding Qcontinuum's tweak to the stringtable, but found that it caused the game to give me error messages all over the system panel. As such, that tweak has not been included in this stringtable.


Attachments:
eng_stringtable.txt [130.86 KiB]
Downloaded 43 times
techs.txt [71.13 KiB]
Downloaded 43 times

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 Post subject: Re: Tech Tree Revision: Growth
PostPosted: Fri Sep 04, 2009 11:00 pm 
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Posts: 1933
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Yes, other people are reading this as well! Fascinating stuff, finally we have someone actually working on game content! So thanks a lot for your effort, I'll check it out this weekend.

You might want to create a list of names and short descriptions for everything that needs an icon and post it in the graphics forum.


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 Post subject: Re: Tech Tree Revision: Growth
PostPosted: Fri Sep 04, 2009 11:35 pm 
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Joined: Tue Aug 14, 2007 6:33 pm
Posts: 1772
Location: Orion
Thanks. Good to know people are paying attention. I'll try to keep track of the things I'm adding that need icons.

Anyway, if anyone downloads this before I have a chance to edit it (I'm on a different computer right now), you'll have to set the build location parameters of Neutronium processor to include OwnerHasTech name = "PRO_NEUTRONIUM_PRO" to make it work the way I want it to.

The reason I hadn't tested this thoroughly and found this error was that I had a more complicated way of making it work and I realized it was unnecessary as I was posting this. I'll edit the building file when I can.

Edit: Here's the new buildings file. Be warned that there is a 1 turn delay before the tech is unlocked by the building.


Attachments:
buildings.txt [34.56 KiB]
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 Post subject: Re: Tech Tree Revision: Growth
PostPosted: Sat Sep 05, 2009 2:26 am 
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Joined: Wed Oct 08, 2003 1:33 am
Posts: 7891
Location: Vancouver, BC
Your stringtable additions seem to have broken my build of FreeOrion. I've gone through fairly throroughly, and it doesn't seem to be a problem with anything you'd added specifically, but it seems like there are just too many strings for it to handle. I can add two new string entries and get a crash, and remove them and get a working client, and it doesn't seem to matter which two lines I add. I'll need to see about fixing this before being able to respond much to further content submissions.


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 Post subject: Re: Tech Tree Revision: Growth
PostPosted: Tue Sep 08, 2009 5:56 pm 
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Joined: Thu Jun 26, 2003 1:33 pm
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I'm also lurking here with great interest. I'm on vacation now, but I'll make fixing that stringtable bug my top priority when I get home.


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