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Tech tree improvements (missing dependencies, empty techs)

Posted: Tue Apr 17, 2018 7:07 pm
by Hexicube
There's a few annoying cases inside the tech tree that I would like to be resolved:

- Advanced material processing 2 is not required, directly or indirectly, by tech that needs the production pack unlocked by it
- Portable solar don't require the solar panel tech, same issue as above
- Energy shield tech doesn't require military 2, same issue again; there's probably more I've missed, but AP2 is the big offender followed by AE2
- Robotics and flight are both empty techs that mostly offer the same child techs, and could be merged
- Flammables is an empty tech and can be removed (price merged into flamethrowers), and is also a dependency for rockets which IMO is strange
- Electric energy accumulator tech has a 1 due to the internal name, which is misleading
- Advanced electronics doesn't have this 1, despite advanced electronics 2 being a tech which does

Hopefully this gets looked at with the upcoming tech tree changes.

Re: Tech tree improvements (missing dependencies, empty techs)

Posted: Wed Apr 18, 2018 7:46 am
by bobingabout
I have to agree with all of the above.

Logistics is another one that doesn't have a 1, despite having a 2 AND 3 after it.

Re: Tech tree improvements (missing dependencies, empty techs)

Posted: Thu Apr 19, 2018 11:10 am
by <NO_NAME>
I mostly agree aside of empty tech. They are building a logical tech tree (It is logical that flamethrowers needs flammables).
Sure, that has no value by itself and not adding to vanilla gameplay but it allows to fit new technologies from mods to the three. It is better if mod that adds fire grenades is dependent on flammables than flamethrowers.

Re: Tech tree improvements (missing dependencies, empty techs)

Posted: Thu Apr 19, 2018 11:46 am
by eradicator
There have already been several threads about this:
viewtopic.php?f=6&t=58079
viewtopic.php?f=6&t=57255