Weapon Tech

I just reinstalled TOTA which I haven't played since beta about a year ago.  I was looking at some of the tech trees and noticed that the missile weapons go from Photons to nightmare torpedoes. That skips a bunch of stuff. That seems to be the case for all of the civs I looked at.

 

Is there a way to play TOTA but have the original weapon progression? I liked all the levels of weapons and skipping from photons to nightmare is a HUGE jump. 6 dmg to 25?!?

 

Are there any mods that do this if there are no game settings? A mod that allowed you to research all of the techs would be awesome not matter what race. I took a look at using the editors but the amount of time investment to learn how to use it seemed significant. I wouldn't want to do that. I really just wanted to jump in a play but that weapon jump just ruins the game for me.

 

I have horrible luck searching for things on these forums.

9,781 views 8 replies
Reply #1 Top

Search engine is broken.

I thought I was alone in missing the DA weapon progression (although my primary concern was tech research cost).

I could whip up a mod to replace the unique civ weapon trees with DA's if you'd like.  Should only take perhaps an hour, as soon as I can find the time.  It's easier considering the default tree still has everything, and the components still actually exist-they're just not researchable anymore.

Reply #2 Top

Cool.That would be cool.

 

Is there a guide to using the editors?

Reply #3 Top

I too would be interested in such a mod.  I don't understand why they chose to delete those techs.  A longer and smoother progression would be much better.  But would the AI know how to use these techs in TA and are the ship components compatible with TA?

Reply #4 Top

-Replaced TA weapon trees with DA weapon tree.
-Particle Beams I, II, III placed after Laser V and before Plasma Weapons because Plasma Weapons I, II, III got buffed.
-Thalan Space Militarization now requires Defense Industries.  Thalan Defense tree untouched; Weapons tree otherwise identical to other races (modified DA standard).
-Removed Iconian +5% weapons techs, as they're dependent on Iconian-specific weapon techs.
-Other unique racial weapons (and costs i.e. discounts or overages) have been removed from their individual trees as well.
-Interestingly, when I try to remove them from the default tech tree, they are instantly given to the races that get them in their trees naturally in unmodded TA, and at no cost to boot.

WillingnessToTrade for all weapons removed.
-Didn't feel like setting a value for the ones that didn't have one (which is many).
-Additionally, WillingnessToTrade is set on a civ basis now.  Not setting this value means I don't have to reconcile the Drath's value with the Yor's value, etc.
-AI isn't going to trade you weapons tech if you're ahead anyway (and this shouldn't be dependent on the WillingnessToTrade).

Because Nightmare Torpedo unlocks two starbase upgrades:
-Increased Nightmare Torpedo's cost from 6000 to Black Hole Eruptor's 9000.
-Set Nightmare Torpedo's prerequisite as Positronic Torpedo II.
-Deleted Black Hole Eruptor.
(May modify this, see below.)

-As soon as someone can tell me how I can get Anti-Matter, Quantum, and Positronic Torps to show up in the tree (preferably before Nightmare Torpedo), I can finish and upload it.

Reply #5 Top

Sounds great; do you think you could also try to fix the ship component Subspace Blaster and the technology Subspace Annihilator?  The problem with Subspace Blaster is that it's worse than the preceding Disruptors III.  The tech Subspace Annihilator is supposed to give a ship component according to the description but it doesn't.

I can't help with your problem, since I haven't  ever done any modding on this game.

Reply #6 Top

-Subspace Blaster changed to 12 firepower (now is same cost ratio as Disruptors IV).
-Subspace Annihilator added: Stats are 16 firepower/120 cost/8+4% space.
-Size was determined by looking at Blaster's 6+4% and Doom Ray's 10+4%.
-Annihilator uses Blaster's model/effects/flavor text* in the same way that MrKorx's Annihilator mod for DA here does.

*Flavor text "Blaster" changed to flavor text "Annihilator", as MrKorx's mod, linked above, does.

Available now here, and submitted to the GC2 mod library (pending approval?)

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Reply #7 Top

Fantastic, works great!  Now I can research all the weapon techs.

Reply #8 Top

Quoting space599, reply 7
Fantastic, works great!  Now I can research all the weapon techs.

Two caveats, both of which should be obvious, but I'll state them anyway.

1) This mod is, to my knowledge, fully incompatible with Metaverse games.  It is my understanding that any change to the tech tree is flagged as a cheat, so this is definitely going to do that.

2) I did not compensate for the additional research modifier (roughly 50%) that is applied to all weapons (and defense) techs as of TA 2.x.  Therefore, you will probably notice that weapons actually take somewhat longer to research than in DA.  Personally, I think this is for the best-but feedback is certainly welcome on it.