Race Tech Tree?

Can someone please explain how we select tech trees now? I always use the Iconian tech tree and have no idea how to select that on my custom race. I do not even get the Iconian tech tree while playing the default Iconian.

750 views 9 replies
Reply #1 Top

That is a major change in Crusade.  Tech trees are now generated at game start based on the faction's abilities and traits.  There is no more "Iconian tree", "Altarian tree", etc.

Reply #2 Top

Well that sounds cool. Now someone needs to release a tech tree chart with all the techs related to traits and abilities. Going to take me forever to figure out my new race. I can see Brad smiling now. Guess the AI can kill me now I have no idea how to play the game again. This is the fun part too. 

Reply #3 Top

Most of the Iconian Techs are linked to the Ancient ability,

Starfaring has the Ultimate Adaptability Tech.

No Idea which ability got the remaining ones^^

(or if they are even in the Crusade)

Reply #4 Top

Now customisation is based on abilities this will make customisation more fun, and give you reason to not min max. I figured this was kind of impossible to reproduce considering some of the different factions have different techs, but some of the same abilities.

 

Reply #5 Top

I plan to update my tech tree viewer to be Crusade compatible in the near future.

Need to stop playing for more than 5 mins first.

Reply #6 Top

Quoting Sycloness, reply 2

Well that sounds cool. Now someone needs to release a tech tree chart with all the techs related to traits and abilities. Going to take me forever to figure out my new race. I can see Brad smiling now. Guess the AI can kill me now I have no idea how to play the game again. This is the fun part too. 
End of Sycloness's quote

 

It really makes a lot more sense, since the weight of race propensities will be player-generated rather than default, the idea that "made up race X" would necessarily fit the idea of using a pre-fab tree is sort of suspect.

Honestly, I don't remember a lot of the trees anyway, but, a cart would definitely be awesome...

Reply #7 Top

Quoting Sycloness, reply 2

Well that sounds cool. Now someone needs to release a tech tree chart with all the techs related to traits and abilities. Going to take me forever to figure out my new race. I can see Brad smiling now. Guess the AI can kill me now I have no idea how to play the game again. This is the fun part too. 
End of Sycloness's quote



THIS        Relearning the game is exciting.     So far I've figured out several ways to not win...      and with the variation on the way the races are set up..  I suspect I will find many many many more ways not to win before I start finding reliable ways to win.


I enjoy this.

Reply #8 Top

Quoting Taslios, reply 7


Quoting Sycloness,

Well that sounds cool. Now someone needs to release a tech tree chart with all the techs related to traits and abilities. Going to take me forever to figure out my new race. I can see Brad smiling now. Guess the AI can kill me now I have no idea how to play the game again. This is the fun part too. 




THIS        Relearning the game is exciting.     So far I've figured out several ways to not win...      and with the variation on the way the races are set up..  I suspect I will find many many many more ways not to win before I start finding reliable ways to win.


I enjoy this.

End of Taslios's quote

HAHA; good one.

Reply #9 Top

I really enjoyed writing a rather ambitious mod for GalCiv2.  I was careful to make sure that the technologies became exponentially more expensive as one progressed, and unlocked a lot of the hidden weapons.  I made sure that tech trees played nicely with Viewer.  I cut several dozen icons from pictures of all sorts of crap on the web, so I could have something to use for new improvements.  Unfortunately, the modding process had a few tricks I didn't know how to deal with, and I couldn't get the mod to play nicely with my installation.  I ran out of time, so when I had time to play again, I made much more limited mods.  I think I know what went wrong....  Maybe later.

In GalCiv2, the modding tools were outside the game.  They were good tools, and all that was lacking was a good explanation of how to make it all work together.  Yeah, I know, good technical writers have better things to do than tell big, overgrown kids how to play their games.

In CalCiv3, you have to load the whole game into memory, some of the modding tools appear to simply be a deeper version of the balancing points in GalCiv2.  It's an uncomfortable work environment.  I can't stay in it long enough to figure out what's there.

As far as the game itself goes, well, it's a mess.  The hex map was something I think I could learn to live with, but there are too many serious problems with game play.  The planetary development screen is a pain to use.  Navigating in the diplomatic area involves too many steps.  Transferring a 'citizen' to a planet appears to be a one-way ticket.  Why can't one edit a fleet like in GC2?  Nothing continues automatically.  The tech tree seems to be designed to confuse those familiar with the previous game.  In my installation, the ship designer can't make a model, or even an icon of a ship I designed, but worse, it allows me to design an entire navy with an awesome missile defense without telling me that it can be used on only one ship?  WTF?  I can't see any way to fix this game.  It only frustrates me.