Please make suggestions

for these researchtrees

I am currently in the progress of reworking the researchtrees of the races to put out their differences better.


What i have currently done:
TEC Military:
Moved Increased bombing damage up a level
Moved kodak ability up a level
Changed the researchpath for missiletech
Robotikcruiser now on tier 2
Jump inhibitor now on tier 3
Sabotage anitmatter ability now on tier 2
Siege Friagte ability moved down one level
Additional tech at tier 3 to increase gauss cannon range

Vasari Military:
Overseer cruiser at level 3
Overseer first ability moved down a level
Jump inhibitor now at tier 2
Phase missile research now increses damage by 5% aswell (additional to the shield negotiation, this way its a real upgrade)
(i´m not sure what i can change here aswell to make the races different without a bit of rebalancing, open for suggestions)

Vasari Civilian:
Vasari decreased buildcost techs moved up a level (both also recieved a small increase in effectiviness)
Vasari Culture improvement techs moved up a level
Vasari Tradeport moved up a level (they are not as good traders as TEC
Phasegates are now Tier 2
Increased phasegate travel speed moved down a level
Ultimate sensor tech moved down a level but linked to other sensor techs
(i am currently thinking about moving the ice planet colonization tech up a level, as vasari don´t seem to like the cold as much as the heat)

So please give me feedback on the structure and aswell give me suggestions what could change aswell to point out the races differences.


TO THE DEVS:
WANTED:
-Research arrows that stretch more than 2 tiers
-Research arrows that go from right to left (<-) currently only left to right works


12,334 views 16 replies
Reply #1 Top
Transportation (increase speed of ships, hyperspace speed, inter space portals, anti-warp buidings, anti-anti-warp ships, ect)

Heavy Ships (capitals, super capitals, ect. Increases total number you can, their performance, building speed, abilities they can learn, ect)


EDIT: nvm, I thought you were adding another research tree, not modifying the civilian.
Reply #2 Top
not bad pith, this is the exact sort of thing we need. test some ideas out b4 the devs hit us with their version. I havent tested it (will, but not yet) but I already see some issues: 1) phasegates are too powerful to be tier two, its simply not fair to a TECer, I was thinking teir 5 or 3 maybe.
2) you have gave the vasari huge boons while not damaging them in any significant way, sounds like a bad idea to me.
3) the omnipotent sensors should not be brought down one, they are way too powerful to be compared to the likes of minor increases in phasegate speed.
Reply #3 Top
Thx for the feedback Schod.
I will be experimenting how much i can put the phasegates down.
Currently i have reduced the interphase (between phasejumps) speed of all vasari ships by 20%, making them overall slower than their tec companions (that way tec can retreat if outmatched; tec is still stronger with their full fleet, but a small group of vasari hunting can destroy a small tec fleet)
This way they keep their response times in their own space lower and are more mobile as the game progresses.
2) Vasari have taken quite a few hits aswell:
Later trading, both their cost reducing techs come one tier later and their culture techs are also one tier later each.
From what i have seen so far this puts tec quite at an economical advantage midgame.
I´ll see how it work out, if necessary i move the ice habitation up one tier as said.
3)I have to admit that the omnipotent sensor thing is a duct tape solution currently, as i can not link it to the other sensor techs if i move it to tier 7 in the current build.
In the lategame scenario they are usually researched the 3 research stations usually don´t matter that much anyways (at least i feel so)
I have also adapted the prices of some of the techs and for example the highly attuned sensors is still almost as expensive as the tier 7 techs, despite being tier 6.
That way you can research it a bit easier but still pay a hefty price.
Reply #4 Top

Jump inhibitor now on tier 3


What?
Reply #5 Top


Jump inhibitor now on tier 3


What?


Before both races hat their jump inhibitors at tier 2, now its 1 for vasari and 3 for tec
Reply #6 Top

Before both races hat their jump inhibitors at tier 2, now its 1 for vasari and 3 for tec


Say again? Both races currently have their PJIs at tech three -- do you mean you've changed it?
Reply #7 Top


Before both races hat their jump inhibitors at tier 2, now its 1 for vasari and 3 for tec


Say again? Both races currently have their PJIs at tech three -- do you mean you've changed it?


The game considers the lowest tech level (1 research station) as tier 0 [don´t ask me why] to keep it in canon with the files and so that other modders can understand the specifics i´ll stick to what it says in the files.
Tier 0 = 1 research station
Tier 1 = 2 rs
Tier 2 = 3 rs
Tier 3 = 5 rs
...
Reply #8 Top

The game considers the lowest tech level (1 research station) as tier 0 [don´t ask me why] to keep it in canon with the files and so that other modders can understand the specifics i´ll stick to what it says in the files.


Ah, that makes sense.
Reply #9 Top
Currently i have reduced the interphase (between phasejumps) speed of all vasari ships by 20%, making them overall slower than their tec companions (that way tec can retreat if outmatched; tec is still stronger with their full fleet, but a small group of vasari hunting can destroy a small tec fleet)

ew! you should have made it so that the Vaz are phasespace faster, but slightly slower in GW.


everything else sounds ok. good to know that theres a reason for the movement to level 12 for the omnipotent sensors.
Reply #10 Top
it would be nice to eventually have an option for faster ships (in the gravity wells)
Reply #11 Top
Its no problem for me to make techs that let ships move faster either in gravwells or in phasespace.
Just say where you want them and for what race and i will see to it that they get included in the next update of my mod so that they can be tested.
Reply #12 Top
Hello,

I'd love to make suggestions but is there a key to the Tech tree or is there a manual?

I've looked for it on my computer and on-line

Thanks!
Reply #13 Top
no key, best thing to do is just play a game with an easy AI, and then just research the whole tree
Reply #15 Top
Ok, the Techtrees have been finished and are integrated into the new version of my mod.
I have also finished the rebalancing of the units for now, all units should be now worth their cost and work very good against their intended target, normal against all others.
Next big thing will be evaluating all abilities and adjusting units prices and build times for them.

For anybody who likes to try the mod, go here!

Have fun and don´t forget, i need your feedback to improve!
Reply #16 Top
I have a suggestion:

I was trying this myself but was running low on time yesterday:

Vasari Capitals bombarding planets with long lasting Beams.
Vasari Siege Turret: Replace with special Bomber wing that bombs the planet.