> Okay that was prob a leftover from before i remodeled it. I think i was
> intending it to be hang gliders and such.
> ---
> OK, but I still think it is a bit too early.
Well did u consider basic tech levels also?
> Also lets say u skipped broze working and went strait to iron.
> U'd still haveto spend some time researching these which is why i think
> they should be put outside the metallurgy scale and researched sep. This
> will make it much easier.
> ---
> I don't understand this.
Ok i'm a civ who never had access to tin which is required for bronze
working. Now i have plenty of iron and eventually i develope iron working,
takes a little longer but i do it. Then low and behold i discover this
other civ has bronze working which i've never heard of. My reasearchers
trade some and since we know a lot about metallurgy it doesn't take too long
to figure out, but it does take a little while.
> Still that comes as an overall increase in all areas of military, not
> justv aircraft and it would be kinda redundant to put stealth subs,
stealth
> planes, stealth tanks... mainly most of these stealth advances in the
latter
> half of the century have come from advances in differnt types of radar and
> how to avoid them so u might add a basic tech for either stealth or radar.
> It just makes it easier to incorperate a stealth battleship if u really
> wanted to instead of stealth fighters for some reason.
> ---
> It's not like you research all of this seperately. You simply ask
> scientists to make better stuff and this is what happens. There is no
real
> difference; your stuff is just at a higher percentage. I see all of the
> labels as meaningless; the real value is simply the percentage. But you
are
> right in that once stealth is discovered, it can be used for lots of
things.
> I will have to work on that.
OK see what u come up with then.
> Ok. Well u did bring up something i wanted to talk about in another
> way. That is what basic techs rep. Is it to current modern levels or my
> original idea of simply a percentage beyond the basic knowledge of that
> technology.
> ---
> I think that 0% is no knowledge whatsoever and 100% is the best human
> knowledge at 2000 AD. Between that, it is a linear scale of ability.
> ---
> The only reason i have a prob with the former is because, well acutally
> 2 (but 1 is easier to solve than the other).
> 1> What determines 100%? Is it the highest level achieved thusfar or is
> it closer to most of the rest of the world if one civ is really ahead in
an
> area. Take the case i had for agriculture. The US produces more food
> than any other nation per acre. France is second, but much closer to the
> rest of the world. The US produces over 400% more food per acre than
france
> so should France or US rep the 100% mark?
> ---
> As the best, the US is at 100%. But that would mean the rest of the world
> is at or below 25%. Maybe we should use a logarithmic scale instead of a
> linear one. That would probably be better, and now that I think about it
I
> set my military stuff to a log scale.
> ---
> 2> How will we determine what future techs start out at? Some might be
> easy, but what about some of the more advanced ones, esp far future
> ones.
> ---
> For far future stuff, set 100% to be the highest that the player can get.
> 0% is still no knowledge and 1% is minimal knowledge.
Um that would get confusing then for the player because they may have
agriculture at 340% and then have something like cybernetics at 17%.
> PS I won't get done as fast as I thought. I'm really sorry. Is there a
> deine for version 4, because if there is I will finish what that demo
needs.
Demo 4 is out, but mark wants the new tech model in for ver 5 if poss. The
only thing we wanted was a few ancient techs and their respective basic
techs. No more than 5-6, just to see if it will work.
> intending it to be hang gliders and such.
> ---
> OK, but I still think it is a bit too early.
Well did u consider basic tech levels also?
> Also lets say u skipped broze working and went strait to iron.
> U'd still haveto spend some time researching these which is why i think
> they should be put outside the metallurgy scale and researched sep. This
> will make it much easier.
> ---
> I don't understand this.
Ok i'm a civ who never had access to tin which is required for bronze
working. Now i have plenty of iron and eventually i develope iron working,
takes a little longer but i do it. Then low and behold i discover this
other civ has bronze working which i've never heard of. My reasearchers
trade some and since we know a lot about metallurgy it doesn't take too long
to figure out, but it does take a little while.
> Still that comes as an overall increase in all areas of military, not
> justv aircraft and it would be kinda redundant to put stealth subs,
stealth
> planes, stealth tanks... mainly most of these stealth advances in the
latter
> half of the century have come from advances in differnt types of radar and
> how to avoid them so u might add a basic tech for either stealth or radar.
> It just makes it easier to incorperate a stealth battleship if u really
> wanted to instead of stealth fighters for some reason.
> ---
> It's not like you research all of this seperately. You simply ask
> scientists to make better stuff and this is what happens. There is no
real
> difference; your stuff is just at a higher percentage. I see all of the
> labels as meaningless; the real value is simply the percentage. But you
are
> right in that once stealth is discovered, it can be used for lots of
things.
> I will have to work on that.
OK see what u come up with then.
> Ok. Well u did bring up something i wanted to talk about in another
> way. That is what basic techs rep. Is it to current modern levels or my
> original idea of simply a percentage beyond the basic knowledge of that
> technology.
> ---
> I think that 0% is no knowledge whatsoever and 100% is the best human
> knowledge at 2000 AD. Between that, it is a linear scale of ability.
> ---
> The only reason i have a prob with the former is because, well acutally
> 2 (but 1 is easier to solve than the other).
> 1> What determines 100%? Is it the highest level achieved thusfar or is
> it closer to most of the rest of the world if one civ is really ahead in
an
> area. Take the case i had for agriculture. The US produces more food
> than any other nation per acre. France is second, but much closer to the
> rest of the world. The US produces over 400% more food per acre than
france
> so should France or US rep the 100% mark?
> ---
> As the best, the US is at 100%. But that would mean the rest of the world
> is at or below 25%. Maybe we should use a logarithmic scale instead of a
> linear one. That would probably be better, and now that I think about it
I
> set my military stuff to a log scale.
> ---
> 2> How will we determine what future techs start out at? Some might be
> easy, but what about some of the more advanced ones, esp far future
> ones.
> ---
> For far future stuff, set 100% to be the highest that the player can get.
> 0% is still no knowledge and 1% is minimal knowledge.
Um that would get confusing then for the player because they may have
agriculture at 340% and then have something like cybernetics at 17%.
> PS I won't get done as fast as I thought. I'm really sorry. Is there a
> deine for version 4, because if there is I will finish what that demo
needs.
Demo 4 is out, but mark wants the new tech model in for ver 5 if poss. The
only thing we wanted was a few ancient techs and their respective basic
techs. No more than 5-6, just to see if it will work.
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