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 TECH TREE 
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Supreme Architect
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This is the proposed Tech Tree structure. I don't yet know how it will fit alongside Gavin's plans and how workable it is. But so far it's been done in accordane with the ship list/ship balancing and the Empire structure list (and Structure database).


Tech Tree File


18 Jul 2005, 19:39
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Very nice work!

I think that transwarp could have an interesting description, since it never did work; perhaps something like:

"The concept of a faster-than-warp drive system has been studied for many years. Unfortunately, the latest efforts at transwarp drive have been less than successful. However, the insights gained from the project have nevertheless allowed us to improve the power and efficiency of standard warp drive with the new theories in propulsion."

:?:

Will the tech tree be different in certain areas for different empires? For example, the Romulans developed the Artificial Quantum Singularity sometime in the early 2350's, the Romulans, Cardassians, and Klingons use disruptors rather than phasers, and the Dominion uses phased polaron technology. Any chance of mentioning these in their respective tech trees.

I don't mean change entire tech levels around in any way, just changing the names and descriptions of some of the breakthroughs for other empires.
Is that feasible?

Final idea: (And I promise this will be the last one on this topic....for now.

Will the Klingons and Romulans have a seperate cloaking technology research field, or will new cloaking devices be tied to computer, propulsion, and energy research?

That would be fine, so if say, those three areas reach a required tech level, you have the option of upgrading your ships' cloaking devices. That would be very, very nice....

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18 Jul 2005, 22:28
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Any chance we could see the tech levels of all the empires' ships in a seperate chart that is easier for fools like me to follow?

Nice to see the Fed shiplist! If anyone wants help with ship descriptions, I'd be happy to pitch in!

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18 Jul 2005, 22:31
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Whoa... quite a read. But it looks great, hopefully it works with what Gavin has planned.

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19 Jul 2005, 04:06
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Well I don't know if it will be possible or not. I'd assume that each empire would be tied and linked into the same tree, same descriptions and everything. It's definitely a very good idea, and if Gavin could program a system with 5 different tech trees then by all means I say we do it. It wouldn't be too much of a problem to adapt the tree for each empire's known tech abilities, and planned tech abilities to run alongside their shiplists.

Actually we never did discover how transwarp affected traditional warp theory. We know for a fact that TNG/VGR era ships were more than twice as fast as TOS ships (Janeway said this), so a century of research effectively doubled the speed. But transwarp may have been a field study that was tried and attempted for many years. I didn't really want to say in the transwarp description that it had already failed, but was a new project that had gained a little ground already and was to be an ongoing project.

I will post the shiplists again soon. Also a master table of all ship strengths is nearly done.


Last edited by dafedz on 20 Jul 2005, 15:45, edited 1 time in total.



19 Jul 2005, 14:21
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looks great.


19 Jul 2005, 18:40
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Rigel wrote:
Whoa... quite a read. But it looks great, hopefully it works with what Gavin has planned.


Yeah! What at compilation, someone should go on Mastermind and do knowelege of Trek :D

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19 Jul 2005, 18:50
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Very nice, Dafedz. :D

It's good to see that we can look at the tech tree now. It would be incredibly cool if there could be separate shiplists, but I don't see this as a neccessity.

I'd rather the game worked first... :wink:

Still...

<Fingers crossed>

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19 Jul 2005, 21:38
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Great list dafedz, but I have a few questions.

How come you need, e.g. type 7 propulsion (Field Geometry) to build a type 7 farm? I see how it applies to universities (needed for their equipments) and plasma ractors (needed for field constriction)... I can find an explaination for anything EXCEPT farmers needing propulsion technology... :?

You didn't put the Orbeth in the tech tree. I hope it's in...

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20 Jul 2005, 15:17
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Quote:
How come you need, e.g. type 7 propulsion (Field Geometry) to build a type 7 farm? I see how it applies to universities (needed for their equipments) and plasma ractors (needed for field constriction)... I can find an explaination for anything EXCEPT farmers needing propulsion technology...


Because, when you buy a system structure (such as a Type 7 farm) you need more than just the prerequisite tech alone (Bio-Tech) but tech 7 in ALL fields. This is how it worked in the first game as well. Take a look at the Object database for a run down of tech requirements for structures.

Quote:
You didn't put the Orbeth in the tech tree. I hope it's in...


You mean the Oberth Class? Yeh Oberth is in as the Surveyor II - and it's in the tree available at Tech 4.


20 Jul 2005, 15:50
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dafedz wrote:
Because, when you buy a system structure (such as a Type 7 farm) you need more than just the prerequisite tech alone (Bio-Tech) but tech 7 in ALL fields. This is how it worked in the first game as well. Take a look at the Object database for a run down of tech requirements for structures.

:? that's not how it worked in the original BotF. Not in my BotF... In the original you needed
all tech 7 for the Type 7 University and Type 7 Databank.

For the type 7 Farms, Mass Replicators and Plasma Reactors you needed, respectively ONLY, tech 7 bio-technology, tech 7 construction technology and tech 7 energy technology.

So, again, why do farmers need propulsion, weapons, energy technology...?


And, :oops: missed the Orbeth

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21 Jul 2005, 11:08
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Yeah, playing a game right now - definitely only need the relevant tech to be able to build that structure... bio 7 = type 7 farm, etc....


21 Jul 2005, 11:11
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really cool

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23 Jul 2005, 03:22
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Martocticvs wrote:
Yeah, playing a game right now - definitely only need the relevant tech to be able to build that structure... bio 7 = type 7 farm, etc....


You mean... botf I, of course :twisted: :twisted:


23 Jul 2005, 13:48
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ftranschel wrote:
Martocticvs wrote:
Yeah, playing a game right now - definitely only need the relevant tech to be able to build that structure... bio 7 = type 7 farm, etc....


You mean... botf I, of course :twisted: :twisted:

Well, do you agree, ftranschel, that farms only really need bio-technology?
Yeah, it's like BotF, and it worked in BotF, so why not have it in BotF2?

Anyway, hope dafedz posts a reply soon

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23 Jul 2005, 14:47
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CVN-65 wrote:
Well, do you agree, ftranschel, that farms only really need bio-technology?
Yeah, it's like BotF, and it worked in BotF, so why not have it in BotF2?


Yes.


23 Jul 2005, 15:09
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Ye i dont really see why farms would need weapons or propulsion.


23 Jul 2005, 15:29
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They dont, and it should be changed.

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23 Jul 2005, 17:13
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need propulsion for them tractors won`t they?

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23 Jul 2005, 17:36
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jigalypuff wrote:
need propulsion for them tractors won`t they?


You just can't tell me a farm actually needs ftl-level propulsion 8)


23 Jul 2005, 17:45
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ftranschel wrote:
jigalypuff wrote:
need propulsion for them tractors won`t they?


You just can't tell me a farm actually needs ftl-level propulsion 8)
"Ensign, set the plows for warp 7."

"But sir, we have only researched up to propulsio level 6."

"Damn"

:lol:

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23 Jul 2005, 18:14
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"But don't worry, sir!
Our new breakthroughs in biotech, construction, and energy allow me to re-convert the waste heat from the onboard plasma reactors into usable bio-matter! If I reconfigure the circuit distortion phase inhibitors to accept the negatively charged power taps, we should still be able to increase our speed at about the same rate!"

And you all thought farming was boring :P :roll:

:lol: :lol: :lol: :lol: :lol: :lol:

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23 Jul 2005, 19:11
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:lol: You two. :cry: I want to join the Federation Farming Core because of you guys. :D

See the galaxy.
Drive the tractor.
Repair the warp coil.

:!: JOIN THE FARMING CORE :!:

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23 Jul 2005, 19:52
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Quote:
For the type 7 Farms, Mass Replicators and Plasma Reactors you needed, respectively ONLY, tech 7 bio-technology, tech 7 construction technology and tech 7 energy technology.

So, again, why do farmers need propulsion, weapons, energy technology...?


Er, yeh Ok. My bad, lol. I'll make the necessary adjustments.


23 Jul 2005, 21:02
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CVN-65 wrote:
:lol: You two. :cry: I want to join the Federation Farming Core because of you guys. :D

See the galaxy.
Drive the tractor.
Repair the warp coil.

:!: JOIN THE FARMING CORE :!:

corp not core :lol: i like being pissed and noticing stuff :lol:

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24 Jul 2005, 00:08
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Well, since I'm really pissed, I suppose I'll make the comment thats its neither core, or corp, but corps. :wink: :lol: :lol: :lol:

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24 Jul 2005, 07:11
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:lol:

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24 Jul 2005, 10:42
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Oh boy, not to get tis thread too off topic (someone has to do it with moe on vacation). But I barely even remember making that ntpick last night. Its amazing how neat it actually looks, considering how sloppy drunk i was. :lol: :lol:

Another round of Romulan ale on me. Sure, they may be useless in everything else, but they make one hell of a drink. :wink:

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24 Jul 2005, 20:36
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Never would have guessed something was wrong with you. Except the fact you made posts at 10am, Central European Time :lol:

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24 Jul 2005, 20:44
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Well it was 2:11 am for me. :lol:

Thats nothing. :wink:

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24 Jul 2005, 21:39
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