Research Reloaded - [DWU][WIP][beta soon] New huge research tree, new everything
RE: Research Reloaded - [DWU] [WIP] New tech tree with many new components, wonders...
I did add some more race tech, but the bulk of it will come with the races they are attached to.
- Blackstork
- Posts: 802
- Joined: Mon Jul 07, 2014 3:45 am
RE: Research Reloaded - [DWU] [WIP] New tech tree with many new components, wonders...
I'll release Character system alpha release soon, then will message with approx plan for all new races racial techs so you can reserve spots/ assign trees / make comments 

RE: Research Reloaded - [DWU] [WIP] New tech tree with many new components, wonders...
There are now 700 research projects.
RE: Research Reloaded - [DWU] [WIP] New tech tree with many new components, wonders...
705 research projects. Time for another teaser:


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- Posts: 210
- Joined: Mon Jun 09, 2014 12:56 pm
RE: Research Reloaded - [DWU] [WIP] New tech tree with many new components, wonders...
Lurchi.
Lurchi plz.
Lurchi plz stahp.
The anticipation is killing me
Lurchi plz.
Lurchi plz stahp.
The anticipation is killing me

- Blackstork
- Posts: 802
- Joined: Mon Jul 07, 2014 3:45 am
RE: Research Reloaded - [DWU] [WIP] New tech tree with many new components, wonders...
Go test my alpha :V
*snickers*
*snickers*
RE: Research Reloaded - [DWU] [WIP] New tech tree with many new components, wonders...
Do that, ParagonExile. [:D]
I invest my scant time into this mod, no gaming at all right now. [:(]
I invest my scant time into this mod, no gaming at all right now. [:(]
RE: Research Reloaded - [DWU] [WIP] New tech tree with many new components, wonders...
Now 710 research projects. Time for some [>:]
RE: Research Reloaded - [DWU] [WIP] New tech tree with many new components, wonders...
lurchi, hopefully you are reading the recent comments in the Weapons Balancing thread. Some further "encouragement" in the research tree to hybridize weapons in the research tree would be welcome so we can have more variety in the race weapon designs. Ideally every race would have a unique weapons combination, without putting the AI in certain cases at a disadvantage.
RE: Research Reloaded - [DWU] [WIP] New tech tree with many new components, wonders...
Hey Lurchi! I am really looking forward to this mod but I'm ever so slightly concerned you might be going a bit overboard with the number of new research projects. Of course the number itself is not really important, but I really like the average length of a DW game as it is, and I hope this mod will improve variety and game balance, without significantly increasing the average length of a game! Cheers:)
RE: Research Reloaded - [DWU] [WIP] New tech tree with many new components, wonders...
@hewwo: I think the most of the new projects are "upgrades" for already researched components, so i think you can always outpower an enemy specific enemys that are behind you in the research. But i think in compare to the vanilla game it needs more time because, if im understand it right and i hope so^^, lurchi changed the warpdrives that it needs more time to travel. So it needs more time for near everything, and opposit of you, i like it a lot because i want to play looooooooooooong games.[:D]
- Blackstork
- Posts: 802
- Joined: Mon Jul 07, 2014 3:45 am
RE: Research Reloaded - [DWU] [WIP] New tech tree with many new components, wonders...
Hey lurchi
here is short outline of megamod/beyond race pool
those more 5 races that have unique techs/components
fb.asp?m=3668751
1. Such-Oos - 2 eye snails - white flag - unique tech trees on countermeasure component and hight capacity super low volume cargo module. Will have small ships, very weak race, but their frighters will haul more than other races, despite being lower size ones.
2. Yereni - blue flag - Religious Theocratic Xenofobic semi-immortal aquatic guys. Own tree of long range guns.
3. Veresia - aqua flag - space energetic leech worms, have unique energy collectors (much better ones) and Area Gravitic Weapons unique tree
4. Dlakar - predator worms , speicial modules tree for Targeting (Hunger Hunter Device) , Use mix of weapons, specialise on hi precision.
5. Laaran - humanoids with sort of utilitarian control. Have 2 special things - unique "Broadcast Tower" planetary building that improves troop recruitment and happiness, and special tree on Assault Pods. Specialize on assault pods/capturing have massive bonuses to ship maint. reduction
Please reserve places / check if it fits well / give comments if any.
Thanks!
Cheers.
here is short outline of megamod/beyond race pool
those more 5 races that have unique techs/components
fb.asp?m=3668751
1. Such-Oos - 2 eye snails - white flag - unique tech trees on countermeasure component and hight capacity super low volume cargo module. Will have small ships, very weak race, but their frighters will haul more than other races, despite being lower size ones.
2. Yereni - blue flag - Religious Theocratic Xenofobic semi-immortal aquatic guys. Own tree of long range guns.
3. Veresia - aqua flag - space energetic leech worms, have unique energy collectors (much better ones) and Area Gravitic Weapons unique tree
4. Dlakar - predator worms , speicial modules tree for Targeting (Hunger Hunter Device) , Use mix of weapons, specialise on hi precision.
5. Laaran - humanoids with sort of utilitarian control. Have 2 special things - unique "Broadcast Tower" planetary building that improves troop recruitment and happiness, and special tree on Assault Pods. Specialize on assault pods/capturing have massive bonuses to ship maint. reduction
Please reserve places / check if it fits well / give comments if any.
Thanks!

RE: Research Reloaded - [DWU] [WIP] New tech tree with many new components, wonders...
Another way to deal with that is to move your research settings a notch. I normally play with Expensive Research so Normal Research would probably be right for me with this Mod. Or lurchi could reduce the research costs so they remain similar overall.ORIGINAL: hewwo
Hey Lurchi! I am really looking forward to this mod but I'm ever so slightly concerned you might be going a bit overboard with the number of new research projects. Of course the number itself is not really important, but I really like the average length of a DW game as it is, and I hope this mod will improve variety and game balance, without significantly increasing the average length of a game! Cheers:)
RE: Research Reloaded - [DWU] [WIP] New tech tree with many new components, wonders...
ORIGINAL: Icemania
lurchi, hopefully you are reading the recent comments in the Weapons Balancing thread. Some further "encouragement" in the research tree to hybridize weapons in the research tree would be welcome so we can have more variety in the race weapon designs. Ideally every race would have a unique weapons combination, without putting the AI in certain cases at a disadvantage.
I just answered there and do it here as well.
First the good news:
I already tinkered around to create shield braker weapons and will include those in Research Reloaded.
Now the bad news:
I used a kludge, but that's the only way to do it right now. The problem is that bonus/malus is hardcoded and can't be modded freely. That's especially bad for hybrid weapons - I can't create those until the base game is updated according to my wishlist.
Combining several weapons is what we have to do right now, and Research reloaded will give you a wide range.
RE: Research Reloaded - [DWU] [WIP] New tech tree with many new components, wonders...
ORIGINAL: hewwo
Hey Lurchi! I am really looking forward to this mod but I'm ever so slightly concerned you might be going a bit overboard with the number of new research projects. Of course the number itself is not really important, but I really like the average length of a DW game as it is, and I hope this mod will improve variety and game balance, without significantly increasing the average length of a game! Cheers:)
Since I nerved hyper drives to slow down exploration and expansion the gaming time will rise a bit. The research paths grow only slightly. What I'm massively increasing is diversity. If you followed the thread you saw weapons usually have two research paths now, and there are way more different ones than before. You'll probably never see different races with ships as similar as in vanilla. [:)]
RE: Research Reloaded - [DWU] [WIP] New tech tree with many new components, wonders...
ORIGINAL: Kizucha
@hewwo: I think the most of the new projects are "upgrades" for already researched components,
True. There are also tons of new components, though. Alas you're not supposed to research everything. I guess it'll be impossible when I'm done anyway, since you'll probably have won or lost the game long before.
ORIGINAL: Kizucha
so i think you can always outpower an enemy specific enemys that are behind you in the research. But i think in compare to the vanilla game it needs more time because, if im understand it right and i hope so^^, lurchi changed the warpdrives that it needs more time to travel. So it needs more time for near everything, and opposit of you, i like it a lot because i want to play looooooooooooong games.[:D]
Epic gaming! [8D]
RE: Research Reloaded - [DWU] [WIP] New tech tree with many new components, wonders...
ORIGINAL: Icemania
Another way to deal with that is to move your research settings a notch. I normally play with Expensive Research so Normal Research would probably be right for me with this Mod. Or lurchi could reduce the research costs so they remain similar overall.
Yep, lowering costs speeds up research and thus the game overall. I'll have to level out late game research costs similar to vanilla or there might be problems.
RE: Research Reloaded - [DWU] [WIP] New tech tree with many new components, wonders...
ORIGINAL: Blackstork
Please reserve places / check if it fits well / give comments if any.
Thanks!Cheers.
Will do.