Could someone figure out a mod to make all feasibility studies come back at 100% >.<

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unmerged(402379)

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So i was playing this game, right, like god knows how many hours in, turn 75, i've got like 20 colonies, and i'm doing well (not that the AI is putting up any fight, but whatever). The whole game i've been focusing on C3 tech, i've got 45 modules in it, i've basically researched nothing else. Finally i get to AI and study feasibility on it, and it comes back like 10%. I go ahead and try it anyways; doesnt work. So now i've basically dedicated the whole game to getting to AI and i cant have it despite the fact that Tarka supposably have 95% chance of learning it. All those turns of researching broken targeting technologies that dont work... wasted. Might as well start over at this point.

LoL >.<

Anyways I dont want a mod that gives me all the techs, thats lame, what i want is a mod that gives me 100% feasibility on anything i study. Is that doable?
 

unmerged(407931)

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this is already being done by modify the techtree.techtree file in the general data folder ... it's your run of the mill xml file and set as it is in some custom downloads all tech is researched for all races as you're already aware ... what you need todo is go into that file and modify it yourself and adjust the feasibility study for the particular race you want it for so that it is an available tech but not researched so you get some of the fun out of it ... mind you i hope they make some changes to the feasibility system before they really park the updates otherwise this sad panda might get a little emo .... cheers :)
 

Tairneanach

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Kinda defeats one of the main selling points of this game, though. It's supposed to be random. And yes, even a 95 % chance means that in 5 out of 100 games as Tarka, you won't get AI. Simple as that. Unless, of course, you can salvage it from a battle.
 

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I don't understand. Formerly it was that trees were randomized. Sort of the point of the game that you have to be prepared for the non-ideal case, you can't plan ahead. I just had a 12% chance for Biome colonizers. Tough luck, so all you could really do is learning to deal with it.
 

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I don't understand. Formerly it was that trees were randomized. Sort of the point of the game that you have to be prepared for the non-ideal case, you can't plan ahead. I just had a 12% chance for Biome colonizers. Tough luck, so all you could really do is learning to deal with it.

They are still randomised, it's just that all the techs show up anyway and you have to do a feasability study in order to find out how likely it is that you can actually get the tech in question.
 

unmerged(406207)

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Simple As it is, most of the games played results in dead ends due to crashes.
I rewrite the files to create unique scenarios for my game until they bring all features Online.
Regardless to this, some players don't like it if something is not researchable.
Salvaging isnt working yet...
If you want to be sure to obtain every single tech there is no other way...
 

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They are still randomised, it's just that all the techs show up anyway and you have to do a feasability study in order to find out how likely it is that you can actually get the tech in question.

Yes. I know it's the soft variant to SotS prime's random tech trees. I just didn't understand what the issue was with feasability. I'm more of purist, if I sign up for a deal I accept its fineprints ("*Not every tech might be feasible") :p

Xtreme2k said:
Regardless to this, some players don't like it if something is not researchable.

It is researchable, it just might not yield the result and IMHO that's part of the package deal. Just like you may not enter the game with ideal systems, non-ideal neighbour systems to colonize if at all, random encounters trying to screw you over etc.
 

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Simple As it is, most of the games played results in dead ends due to crashes.
I rewrite the files to create unique scenarios for my game until they bring all features Online.
Regardless to this, some players don't like it if something is not researchable.
Salvaging isnt working yet...
If you want to be sure to obtain every single tech there is no other way...

Once the game runs stable and salvage works, this won't be an issue anymore. Why are you in such a rush to get all possible techs anyway?
 

unmerged(406207)

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I don't want to rush...not a single game i made came past turn 150.
This is Not enough to research everything...im like a turtle-steamroller AI...defending what i have and overkill enemy with high techs...
Atm there is no other way...
When the game is ready i have no problem with 500 and more turns to research all, or what i Need for this game :)
 

unmerged(402379)

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In my opinion, expert systems, the path leading to AI, AI, and AI administration should be core techs for all the races. Its such a staggering advantage to have AI and AI administration over not having it... I know that in SotS1 these techs were not garanteed either, but the two techs together more than double your research speed (1.5x1.5 = 2.25) not having these techs will make you fall far behind anyone who does.
 

Archonsod

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I know that in SotS1 these techs were not garanteed either, but the two techs together more than double your research speed (1.5x1.5 = 2.25) not having these techs will make you fall far behind anyone who does.

Not in my experience. It's really a fairly late game tech given the cost and position on the tech tree. Getting it late game the boost isn't all that meaningful, and when weighed up with the potential risks it tends to be something people only go for if they're already behind in the first place; otherwise it's simply not worth it.
You can try to rush it early game of course, but doing so usually means paying elsewhere. Furthermore, if you do concentrate on an early AI you inevitably fall behind in ship tech; most experienced players will guess your intention and steamroller you with a better equipped armada before you can catch back up, even with the economy and research boost. Nothing ruins your day like having fusion era cruisers show up while you're still fielding fission DEs.
 

unmerged(402379)

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I never actually played multiplayer SotS1, so I'll take your word on how experienced players react to other players trying to rush AI and AI admin.

But holding off the enemy AI long enough to research AI is usually not that hard. Before i went for AI i did pick up a few techs, like UV lasers, Fusion Warheads, DE c&c ships, and 1st bio research (what was it called? i forget). After that though, i would rush to AI and AI Admin. I'd have a bit of a hard time until i was done, but after I got them, the game was pretty much over. Pick up fusion, level 2 drives, cruisers, and cruiser C&C, and the computer AI simply could never stand up to me again.

SotS2 is a different game, though, i still think that AI and AI admin should be a priority though. If anything the benefits are higher, since the rate of growth through expansion has slowed, but the tech effects of AI and AI admin remain the same (i think), so its a bigger boost proportionately than it was in SotS1. But I'm not sure how soon to rush to it. Either way though, once the game actually gets challenging, and those hard AI start putting up a fight, you are going to need those 2 techs to give you the edge you need for a decisive win.

Maybe though the solution is to allow a second research path going through Personality Engrams, maybe with a higher research cost since its a shorter path than the 3 targeting techs? If you miss one path to AI, you'd get a second shot at it, that would prevent you from getting screwed by missing out on AI and, let you keep some degree of randomness. If you miss out on both paths then clearly your luck is just bad or you are playing zuul or something...
 
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