Torrian Tech Tree untradable? Broken 1.81?

Has anyone else noticed this?  I was playing with another player versus 9 AI in a multiplayer game.   (Tech trading on/brokering off.)  I was playing with customer faction using the Torrian tech tree, he was using something based off the Terran or Thalan tech tree.  

He has free research points took hives and part way xeno commerce.  I started researching universal translator so we can trade :)

Finally I get universal translator we attempt to trade.  I trade him successfully universal translator, however, all tech's he has unlocked I can not get and he can not trade me.  hmmm... okay maybe just something in the game where because the techs are named different I can't trade, other techs work fine but, maybe not the beginning ones.  

At this point he researches xeno commerce and interstellar travel (both I have in my Torrian tech tree as well).  He attempts to trade, these techs are not available to trade.  Why is this what's going on?  I'll take a look at the xml's tomorrow to see if I can see anything that jumps out at me but, something appears to be broken here w/ the ability to trade techs to the Torrian tech tree.

Note: both interstellar travel and xeno commerce he researched himself and did not obtain via trade w/ another faction so brokering is not playing any effect here.

16,097 views 8 replies
Reply #1 Top

Yes Torian has similar techs, but the techs are different.

  • Xeno commerce: Torians get healing waters instead of entertainment centers. Healing waters give a little more approval (I believe) and give adjacencies to every type of improvement.
  • Interstellar travel: Torians have different life support systems. One systems gives more range than the standard ones, but also has more mass. (their colony module also is a range extension)

A lot of the Torian techs have their own names, since the Torians have quite a few special improvements and ship components, the most early techs aren't tradable. But Advance Construction and subsequent should be tradable again. Weapons should also be tradable.

Note: I usually play without tech trading and I love what SD did with Torian tech tree. It propagates a very different playstyle from what I am used to with Thalan (or what I could do with any other tech tree for that matter), because it lacks some core research buildings and others better population management instead. And the special military techs are just amazing (15%(?) HP, 20% jamming, 20% resistance to all damage types).

Reply #2 Top

Quoting zuPloed, reply 1

Yes Torian has similar techs, but the techs are different.

Xeno commerce: Torians get healing waters instead of entertainment centers. Healing waters give a little more approval (I believe) and give adjacencies to every type of improvement.
Interstellar travel: Torians have different life support systems. One systems gives more range than the standard ones, but also has more mass. (their colony module also is a range extension)
A lot of the Torian techs have their own names, since the Torians have quite a few special improvements and ship components, the most early techs aren't tradable. But Advance Construction and subsequent should be tradable again. Weapons should also be tradable.

Several tech trees are similar but different.  For instance the Yor and Drengin tech trees have different names to techs which do different things and unlock different things yet they are cross trade-able.  When you trade these techs it actually shows the player what the tech is equivalent to in their tech tree and allows it to be traded.  

As far as Interstellar travel w/ the Torians having a different life support system so they adapt it a different way.  It's still called Interstellar Travel and, is located in the exact same part of the tech tree and the cost is the same as other tech trees at 42 so I don't see a reason this shouldn't be able to be traded.

As far as Xeno Commerce:  So this unlocks different buildings, not every faction uses the same buildings, just similar so unlocking extra approval buildings still doesn't add up.  It appears something is broken with them cross linking to different tech trees.

Overall if they don't want same named techs to trade between factions so be it, however, by making same name techs examples above not able to be traded between factions than that just creates a whole other level of confusion for the players.  So I move that if these in fact should not be able to be traded between players that one they make it that the names are different as well as then making all unlike techs throughout the game that the name does not match not able to be traded (which I don't like that option).  Or still change the names of techs that can't be traded so they don't match like techs but, then make a tool tip that this tech can't be traded between factions because of "this tech does not match any tech in any other tech tree or this tech is only trade-able with the iconians because this matches w/ this like tech.)

I still feel these were intended to be trade-able they just aren't currently.  Although we would need Stardock to reply to know for sure.

 

Reply #3 Top

Quoting Seilore, reply 2

As far as Interstellar travel w/ the Torians having a different life support system so they adapt it a different way. It's still called Interstellar Travel and, is located in the exact same part of the tech tree and the cost is the same as other tech trees at 42 so I don't see a reason this shouldn't be able to be traded.

Techs are only tradeable if they have the same Generic Name, which the Torian Interstllar Travel tech does not :- TorianInterstellarTravel where as others are InterstellarTravel, unique generic names come into play when a race has unique improvements/components/modules linked to said tech or techs. Same applies to Xeno Commerce :- TorianXenoCommerce. What zuPloed said stands.

I also agree with you the names should be unique also. To prevent player confusion. No I do not believe they are intended to be tradeable, they are unique that give unique things.

Reply #4 Top

Quoting Horemvore, reply 3


Quoting Seilore,

As far as Interstellar travel w/ the Torians having a different life support system so they adapt it a different way. It's still called Interstellar Travel and, is located in the exact same part of the tech tree and the cost is the same as other tech trees at 42 so I don't see a reason this shouldn't be able to be traded.



Techs are only tradeable if they have the same Generic Name, which the Torian Interstllar Travel tech does not :- TorianInterstellarTravel where as others are InterstellarTravel, unique generic names come into play when a race has unique improvements/components/modules linked to said tech or techs. Same applies to Xeno Commerce :- TorianXenoCommerce. What zuPloed said stands.

I also agree with you the names should be unique also. To prevent player confusion. No I do not believe they are intended to be tradeable, they are unique that give unique things.

Okay I see that now, thanks Horemvore, if that's the case please Stardock change the names for the techs that can't be traded to prevent confusion.  We did not appreciate not being able to trade same name techs :)

Reply #5 Top

I think I know why they did it differently, and gave it another generic name. Drengin for example ahve entertainment center despite having their own (way) better approval improvement. Hurts my eyes every time I see the AI build this over the better one.

It also makes sence that you can't trade planetary improvement for example, because from a story perspective Torians use submerged farms and other races open air farms. So but why can't we trade engine technology of interstellar? Because the game isn't build for this at this point. Pragmatism.

Reply #6 Top

Quoting zuPloed, reply 5

Hurts my eyes every time I see the AI build this over the better one.

Weights! :)

Reply #7 Top

Yea, but it still a little odd, the Drengin have this improvement at all.

Reply #8 Top

I want a mode that displays techs you own but cannot be traded.  Perhaps a set of greyed out entries below the tech list, with a hover tip as to why each one is not trade-able.  Guessing at these things in a self documenting game is is not the way it is supposed to work.  I don't want clutter, but I do want full clarity as to what I can or cannot do and why. I know it is a demanding thing to ask for, but I am a demanding kind of Galactic Dictator. 

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