Chance of succes for researches OR ability which activates a research!

OK! I know the tiutle is a little strange but here me out...this is yet another one of my crazy plans to make the Nephil race as unique and entertaining as possible!

So the question is, Can I add a miss chance to a research? Ie. activate a research only to discover at the end that it has failed and must be reconducted?

I fear for the answer but nevertheless wouldnt mind a more formal answer from someone more qualified than me :)!

Secondly, if No.1 fails, can we make abilities that unlock researches?

Ie. I would make an ability with a miss chance, which would cost ressoures, and if the ability, when I cast it, succeeds then it "unlocks a new research"! (research times will be of 0 sec for this "special tryout") in the research tree :)

Please tell me one of these two is possible...or if not, a possible alternatvie :(! Cus it would make my race so life-like :)!!!

 

Thank you!!

2,803 views 9 replies
Reply #1 Top

ugh....I can't think of a way to do it.

I don't know anyway to make anything have prbablities in sins(expt for attaching a buff to a gun). Nonetheless connect a reaserch to an ability, not the other way around.

Reply #2 Top

Weird..its telling me you responded...yet I dont see your answer :( damn!!

Reply #3 Top

wierd

Reply #4 Top

It happens sometimes. You just have to hit edit on one of your replies, save changes (just don't make any changes) and then you'll see the post.

Reply #5 Top

Well if someone else (waits for Annatar lol :) ) can confirm that it cannot be done! I would appreciate it (in a sense..;) would have preffered if it were possible)!

So I decided of another way!

Idea: Each vessel to be researched will have 4 tech levels!

level 1 : Initial duplication....Clone is still full of defaults and thus only posseses 20% strength compared to its final version!

level 2: Basic repairs and augmentations have led our engineers to enhance this ships performances. ship statistics grow to 40% of basic value

level 3: (depending on ships speciality) Our egineers have manage to correctly duplicate this vessels armement/scouting/salvaging instruments however, for this operation to take part, engine parts were taken out. (80% weapon damage, speed back down to 25%).

level 4: Succesfull clone is ready to be released onto the battlefield! 100% statistics!

Then you get the ability to spawn the vessel at special "duplication centers" (decided not to use frigate and cap factory!) each specialised in a specific field.

The ability to spawn (which will cost ressources will have a chance to fail..meaning the replicator-machine made a fatal mistake which destroyed the ship!!)!

How does this sound????

 

But I really would prefer the other way round...chance of missing straigt into technology! :(

Reply #6 Top

sounds like an awsome idea

 

don't know how you would go about doing it though.

Reply #7 Top

Well research shouldnt be too hard!

Just create a frigateaccess file, make it with 4 levels and to each level I apply a penalty (since the ship starts like crap and only gets better throughout research) which as levels go on, gets lower...all the way to 0% penalty on level 4!

This is just a quick guess of my procedure that I hope will work! :)

Working on adding research prereqs for my ships atm (have super at my aunts place in 15 minutes DAMN)..oh w8..no no prereqs yet since I dont have any buildings that give research tiers (thank you..thanks to these lines I remember where I was at ;) ) then Ill move on to prereqs :)

Thanks for setting my thoughts straight!

Any other insight is GREATLY appreciated!

Reply #8 Top

um.......jolt cola is detremental to modding when saturation level is reached.......

Reply #9 Top

loooool!