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No Titanium-70!

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13 years ago
May 6, 2012, 4:52:44 PM
I also have a problem finding Titanium-70 in my part of the galaxy (without going through a wormhole) in 3 games in a row now. There simply is none, making even the most simple rockets unobtainable...
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13 years ago
May 6, 2012, 4:04:47 PM
VieuxChat wrote:
It's more than strategic. Because without them you can't have beams ! (in theory. Because at the moment you just have to research the beams level 2 to get a beams without titanium restriction)




same with missiles. and I say GOOD. that means that whoever has Ti70 at the start of the game has an advantage. as it should be. Research far enough and you get the same tech, but people with the right strategic resources get it first.
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13 years ago
May 6, 2012, 4:05:25 PM
But if a whole portion of the game is locked through ownership of something that exist once or twice in the galaxy ?
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13 years ago
May 6, 2012, 4:09:41 PM
but it does exist! If it doesn't exist in the galaxy at all, then ok thats a bug. But as long as it exists, then It's working. If there is one system with Ti70, take it. With good AI, that system would be the most important battleground in the game. at least at the start.



And it doesn't lock you out of anything. As far as I know, everything that requires Ti70 at the start of the game, has a version that doesn't require Ti70 further down the tech tree. All it does is give the faction with the Ti70 that ship/weapon sooner.
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13 years ago
May 6, 2012, 4:11:36 PM
Abremms wrote:
but it does exist! If it doesn't exist in the galaxy at all, then ok thats a bug. But as long as it exists, then It's working. If there is one system with Ti70, take it. With good AI, that system would be the most important battleground in the game. at least at the start.



And it doesn't lock you out of anything. As far as I know, everything that requires Ti70 at the start of the game, has a version that doesn't require Ti70 further down the tech tree. All it does is give the faction with the Ti70 that ship/weapon sooner.


But I'm not sure that the tech are orking as intended. Why would the level 1 need titanium and not the future ones ? It's counter-intuitive.
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13 years ago
May 6, 2012, 4:14:43 PM
VieuxChat wrote:
But I'm not sure that the tech are orking as intended. Why would the level 1 need titanium and not the future ones ? It's counter-intuitive.




I don't agree because if they're further, it means that they are more powerfull, and so you have to wait longer to unlock them. It's that at a certain step in the game, you'll stucked because of your lack of ressources, and other will have an advantage. But if you survive, at the end, you'll be able to move on without this ressources.
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13 years ago
May 6, 2012, 4:30:56 PM
Yeah you can just research past the restriction, considering how quickly this goes by, I think the advantage gained by having access to Ti70 is actually less than it should be. Unlike say in Civ where if you don't have iron you're screwed until gunpowder.
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13 years ago
May 6, 2012, 4:45:44 PM
Ti-70 can be critical for certain hulls (based on I imagine race). I would suggest that the seeding system takes account and ensures that there's at least nodes of minerals appropriate to tech progression within 5 "Jumps" of your home system. Even if it's only one, it's better to have something which gives an out no matter how slim, as opposed to being hosed through lack of a mineral or resource. Researching past the restriction is all good and well, but it probably would be wise to ensure all races have the very basics of their civ available.
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13 years ago
May 6, 2012, 4:49:28 PM
And if you dont have titanium, then no one does...gives the play-through a different set of circumstances to deal with...I think thats kinda cool.
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13 years ago
May 7, 2012, 2:59:06 AM
Totally locking down an entire branch of technologies because you can't find the right resource just seems like bad design to me. But at the same time, I do like the idea of having strategic resources that give your side an advantage if you take the time to find them.



Maybe a middle ground is what is needed: make the weapons not require the resource, but create a second, more effective version that does. That way whoever finds the stuff can have an advantage, but everyone else isn't locked out.
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13 years ago
May 7, 2012, 3:07:17 AM
I know a bit about the resource placement in Civ IV from writing mods. Most total conversion mods, as well as the basic game, have a step near the end of the system generation process which checks for this. If any of the key ingredients (for whatever the mod is) are not present near each player starting location, this step adds one. So instead of changing the tech tree, it may be better to add a step like this. I like this dependency in the tech tree, but I have quit a few early games if I get Core Mining and there are no systems near me with Titanium-70.
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13 years ago
May 7, 2012, 3:15:21 AM
I like the idea of a game with a few or even single examples of certain strategic resources. It would make for a very important holding, and you would want/need to defend it. I agree, though, that if a tech has a requirement for a certain resource, the rest of the similar techs should require it as well. It is probably just unfinished coding in the case of the alpha.
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13 years ago
May 7, 2012, 3:39:05 AM
I guess we have to distinguish between resources which are "nice to have" and give a good bonus, vs those which are critical. In Civ IV, iron is pretty essential. I think this game should have some like that. I guess Titanium-70 is like that. It is possible, but very unusual and very difficult, to succeed on a start position with no iron. It should be very, very rare to have a start with no Titanium-70. It should never happen that an entire map should be without it, so perhaps this is an improvement needed in the map generator.
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13 years ago
May 7, 2012, 3:50:30 AM
kitsunewill wrote:
Totally locking down an entire branch of technologies because you can't find the right resource just seems like bad design to me. But at the same time, I do like the idea of having strategic resources that give your side an advantage if you take the time to find them.



Maybe a middle ground is what is needed: make the weapons not require the resource, but create a second, more effective version that does. That way whoever finds the stuff can have an advantage, but everyone else isn't locked out.




The tech branches aren't locked out though since you can research past it as the strategic resource only applies to about 3 versions of the modules out of a much larger family. Also the most powerful modules in every tech path don't require any strategic resources to build.
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13 years ago
May 7, 2012, 3:55:11 AM
In the unfortunate event where you can't get t-70 you can alwasy just rush lasers, you just need to adapt to what you've got.
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13 years ago
May 7, 2012, 4:05:07 AM
Had this issue as well but thought it kinda added to the realism of the game there's really no guarantee that certain elements are going to be plentiful.
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13 years ago
May 7, 2012, 4:07:10 AM
I'm guessing that everyone wants it for the starting missile tech? I've had plenty of games without T70. It's not a big deal.



Ignore the missiles. Lasers reign supreme. Usually second-tier lasers + destroyers is enough to conquer the first empire you come across on normal. Chances are, they probably have your T70.
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13 years ago
May 6, 2012, 3:40:31 PM
don't be afraid to start a new game. that's the real benefit to ES. starting a new game is no biggie. playing multiple times gives you a better opportunity to learn the play style that you enjoy, what faction is your favorite, etc...



so don't hold back on playing multiple times. play with the settings to find what works best.
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13 years ago
May 6, 2012, 3:33:14 PM
When you create a game you can choose the rareness of the resources. Maybe just a bad luck ?
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