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Tech cost idea

 
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ekolis
Virtual Guru


Joined: Aug 04, 2003
Location: Cincinnati, OH, USA

PostPosted: Wed Apr 29, 2009 7:39 pm    Post subject: Tech cost idea Reply with quote

Say, I think it was Suicide Junkie who came up with this idea, but I think it's pretty cool and I'd like to see it in a mod... might even go along with the research breakthrough idea! Anyway, here goes...

What if each technology's first level cost a lot to research, but then the cost returned to the normal progression afterward? Almost as if every tech had its own theoretical prerequisite, but it still gave you the first level? Sorta like in Dark Nova with the ship construction tech? Wink The formula is simple:

cost = iif([%Level%] = 1, 10 * [%BaseCost%], [%Level%] * [%BaseCost%])

Then if you have a tech with a "base cost" of 10K, the first level costs 100K, but the rest cost 20K, 30K, 40K, etc.

When technology trading/sharing is banned, and breakthroughs are in place, this will further encourage diversity of empires' research... ooh, especially if there were to be fewer theoretical prerequisites! Go for the sure thing of the DUC's which cost 50K for level 1, or try to get wave motion guns right away, even though the first level might cost 800K points - but you COULD get lucky!


That's no space station - it's a spreadsheet!


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Thu Apr 30, 2009 6:26 pm    Post subject: Reply with quote

I very much like this idea of threshold cost.

Space Empires Depot | SE:V Balance Mod


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ForesterSOF
Space Emperor


Joined: Jun 23, 2007

PostPosted: Fri May 01, 2009 11:10 am    Post subject: Reply with quote

If you do that you could also throw in some randomness need of +- 15% for unexpected problems or breakthroughs.

And with all research problems outnumber breakthroughs.


set newcost=cost(random(0.95, 1.10))
set cost = newcost


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Ender
Space Emperor


Joined: Apr 18, 2008

PostPosted: Wed May 06, 2009 5:02 pm    Post subject: Reply with quote

This is a great idea, ekolis! This is so great that I've even bothered myself to check whether or not it works in SE5 - sadly, it looks like it doesn't. The only workaround I see could be manage by multiplying the tech cost by 10 and then setting an event that would multiply a turn's tech progress change by 10 unless it's the 1st tech level.

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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Wed May 06, 2009 5:45 pm    Post subject: Reply with quote

This formula should be set in Formulas.txt, not the TechAreas.txt file. Where did you make your edit?

Space Empires Depot | SE:V Balance Mod


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Ender
Space Emperor


Joined: Apr 18, 2008

PostPosted: Wed May 06, 2009 6:09 pm    Post subject: Reply with quote

I tried it in Formulas.txt and its modified versions in TechAreas.txt - it doesn't work for me in both files. The cost is somehow always 0.

Edit: It works! As you've probably notified I'm hard to force into surrender and it's paid off again Wink My formulas (as Ekolis' one) lacked a simple "_" in Base_Cost. With it included it works great! It's even save-compatible! There are still so many simple ways SE5 can be improved... Very Happy


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Wed May 06, 2009 6:59 pm    Post subject: Reply with quote

Good to know it was a typo.

For the record, the cost field in TechAreas.txt doesn't accept formulas.


Space Empires Depot | SE:V Balance Mod


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rnl
Space Emperor


Joined: Jun 02, 2008

PostPosted: Sat May 09, 2009 5:25 pm    Post subject: Reply with quote

Hi, ender can you show us a example of the code you used to get it to work, I'm having no luck with the setup so far, thanks.

Rnl


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