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Trigger technologies can additionally require research

Posted: Sun Oct 27, 2024 12:47 am
by protocol_1903
Trigger technologies should also have the option to require research and a trigger. I'd prefer it to be after, so the trigger must be reached before the technology can be researched, but research alongside trigger progress also works. This would allow for things like specifying the player produce 100 u235 and spend some research packs before unlocking the kovarex enrichment process.

Re: Trigger technologies can additionally require research

Posted: Sun Oct 27, 2024 9:43 am
by curiosity
You can just make two consecutive technologies.

Re: Trigger technologies can additionally require research

Posted: Mon Oct 28, 2024 4:30 pm
by protocol_1903
curiosity wrote: Sun Oct 27, 2024 9:43 am You can just make two consecutive technologies.
Yes, but that's besides the point. Its not that you can't do it at all, but that it's not simple and annoying for the player. Who wants to see a tech where you just produce a bunch of stuff to unlock a new tech with the same name, but a research requirement instead?

My idea is to indroduce "staged" techs so that you can have all of this functionality in one technology and not need the awkwardness of multiple sequential technologies

Re: Trigger technologies can additionally require research

Posted: Mon Oct 28, 2024 4:35 pm
by MrSmoothieHuman
protocol_1903 wrote: Sun Oct 27, 2024 12:47 am Trigger technologies should also have the option to require research and a trigger. I'd prefer it to be after, so the trigger must be reached before the technology can be researched, but research alongside trigger progress also works. This would allow for things like specifying the player produce 100 u235 and spend some research packs before unlocking the kovarex enrichment process.
+1, having it all in one would be way better, and way more intuitive

Re: Trigger technologies can additionally require research

Posted: Mon Oct 28, 2024 5:22 pm
by protocol_1903
Side note, it would be nice to have a multi trigger technology (i.e. produce 100 u235 and 100 u238) for the same technology. I'd assume it would be easier to implement both these ideas at once.

Re: Trigger technologies can additionally require research

Posted: Thu Oct 31, 2024 12:01 pm
by MrSmoothieHuman
protocol_1903 wrote: Mon Oct 28, 2024 5:22 pm Side note, it would be nice to have a multi trigger technology (i.e. produce 100 u235 and 100 u238) for the same technology. I'd assume it would be easier to implement both these ideas at once.
having this would be so nice, i've been meaning to make a request for it myself since its seems like such a no-brainer (and it'd make trigger technologies even more useful in big mods)

Re: Trigger technologies can additionally require research

Posted: Thu Oct 31, 2024 1:30 pm
by BraveCaperCat
+1 for both ideas. Having technologies with both UNIT and TRIGGER properties would be great! So would being able to have multiple triggers! Though, I would like it if you could specify a different localization/name for researching and triggering a technology. Specifying which order research and triggers need to be fulfilled would also be nice.

Re: Trigger technologies can additionally require research

Posted: Thu Oct 31, 2024 4:47 pm
by protocol_1903
BraveCaperCat wrote: Thu Oct 31, 2024 1:30 pm I would like it if you could specify a different localization/name for researching and triggering a technology.
I hadn't thought about the localization, that would definitely be recommended if trigger and research technologies become more powerful.
BraveCaperCat wrote: Thu Oct 31, 2024 1:30 pm Specifying which order research and triggers need to be fulfilled would also be nice.
Yeah, i think this would definitely be necessary if implemented. It might work without it, but would be easier with.


On yet another side note (i have too many) if this idea is implemented, the technology could be represented in 'stages' to the player. E.x. Kovarex Process has 3 stages. First stage is produce 1k u238. Second stage is produce 50 u235. Third stage is dumping a ton of science packs in a lab.

The individual stages are shown in descending order, with steps required to come one after another. (ignore the bad logic in the image)
sorry for bad image my photoshop skills suck
sorry for bad image my photoshop skills suck
example-tech.png (102.41 KiB) Viewed 410 times

Then the completion per stage can be shown using a new progress bar, underneath the green technology progress bar (which would show the total completion. So if stage 1 is 50% complete and there are 2 stages, it would be 25% completed) It would fill up based on how completed the current stage is.

Re: Trigger technologies can additionally require research

Posted: Thu Oct 31, 2024 6:12 pm
by ArchEzekiel
My thoughts on this are actually conflicted, because as of now the - undefined, based on what it looks like when you do this - behavior is that you can either unlock a tech via the trigger or the research, and this creates a cool opportunity to make the tech hard, or you can do an optional challenge based on the trigger tech

Re: Trigger technologies can additionally require research

Posted: Thu Oct 31, 2024 6:23 pm
by protocol_1903
ArchEzekiel wrote: Thu Oct 31, 2024 6:12 pm this creates a cool opportunity to make the tech hard, or you can do an optional challenge based on the trigger tech
This is an interesting implementation. I'd be interested in keeping that feature, if possible

Re: Trigger technologies can additionally require research

Posted: Fri Nov 01, 2024 12:44 pm
by MrSmoothieHuman
protocol_1903 wrote: Thu Oct 31, 2024 4:47 pm
BraveCaperCat wrote: Thu Oct 31, 2024 1:30 pm I would like it if you could specify a different localization/name for researching and triggering a technology.
I hadn't thought about the localization, that would definitely be recommended if trigger and research technologies become more powerful.
BraveCaperCat wrote: Thu Oct 31, 2024 1:30 pm Specifying which order research and triggers need to be fulfilled would also be nice.
Yeah, i think this would definitely be necessary if implemented. It might work without it, but would be easier with.


On yet another side note (i have too many) if this idea is implemented, the technology could be represented in 'stages' to the player. E.x. Kovarex Process has 3 stages. First stage is produce 1k u238. Second stage is produce 50 u235. Third stage is dumping a ton of science packs in a lab.

The individual stages are shown in descending order, with steps required to come one after another. (ignore the bad logic in the image)
example-tech.png

Then the completion per stage can be shown using a new progress bar, underneath the green technology progress bar (which would show the total completion. So if stage 1 is 50% complete and there are 2 stages, it would be 25% completed) It would fill up based on how completed the current stage is.
i have nothing to add to this content wise, but for the love of god i so need this

Re: Trigger technologies can additionally require research

Posted: Tue Nov 05, 2024 4:02 am
by unpingabot
I am making a mod where having both a trigger tech and a research requirement would improve player experience, so I would also like if this feature was added