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Tech tree names and description (WIP)


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This topic to keep everyone updated on the current layout of the Tech Tree. All empire tech trees overlap with each other, except for the CIS and Republic, which have some abilities of their own.

 

When any major tech tree name/description overhaul is done, I'll post them here.

 

I'll upload files when possible.

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Defense Tree

 

Following descriptions and names now work in game.

 

First line:

Prefabricated Structures (1 Lab) : By deploying prefabricated structures from orbit, build time is greatly reduced while keeping costs at a minimum.

Durasteel Exoskeleton (2 Lab) : By supporting planetside structures with a Durasteel frame, buildings are able to withstand orbital bombardment for a limited time.

Duracrete Reinforcement (6 Lab): The already reinforced planetary structures receive a Duracrete coating, making them more likely to withstand orbital sieges.

All techs are linked, progress only possible when previous research has been completed.

 

Second line:

Orbital Repair Facilities (2 Lab) : By using droids usually reserved for construction facilities, dedicated repair facilities can be made in orbit, negating the need for ships to land on the planetary surface.

Orbital Ion Cannons (3 Lab) : Ion Cannon platforms can be constructed in orbit, disabling ships in a larger radius around the planet than a conventional ground based Ion cannon would.

Mine Fields (4 Lab) : Combining highly magnetic alloys with Friend or Foe identification technology allows for the construction of mass producable mine fields.

Gravity Well Generator (5 Lab) : A breakthrough in gravity wave research allows for the deployment of Gravity Well Generators, effectively slowing down Hyperspace travel within its sphere of influence.

No linked tech here.

 

Third Line

CIS only (also enabled for Vong for some reason)

Droid Foundry (2 Lab) : By studying control relays in automated foundries, a spin-off technology was discovered for use in combat operations. The Droid Control Signal improves unit coordination in Droid fleets.

Republic only

Clone Corps (3 Lab) : Continued involvement of Jedi generals led to the formation of the Clone Corps. Clone Cohesion tactics and Clone Fleet protocols are implemented through rigorous training.

No linked tech here.

 

Fourth line:

Combat Analysis (2 Lab) : Analysis of earlier skirmishes inspires the development of new tactical maneuvers and armor allocation, enhancing ship and orbital facility survivability.

High Gravity Manufacturing (5 Lab) : High grade ore refinement combined with high gravity bonding of alloys allows for a lightweight Duranium weave to be incorporated in shipgrade Durasteel plating, making ships and facilities much more durable.

Refined Tibanna Gas (7 Lab) : By removing impurities from Tibanna Gas before the spin-sealing process, the yield of energy based weaponry is greatly increased.

Combat Analysis and High Gravity Manufacturing are linked.

 

Fifth line:

Local Shield Generators (3 Lab) : Deflector shield generators are deployed near strategic areas on the planetary surface, increasing the likelyhood of surving a planetary siege.

SLD-26 Shield Generator (5 Lab) : Further research into deflector technology allows for the construction of the SLD-26 Shield Generator. Powerful enough to shield a planetary body, this generator needs to be build in orbit in order to properly project the field.

Additional Shield Emitters (8 Lab) : By adding additional shield emitters to the existing shield array, overlapping shields are projected over strategically valuable areas.

All three techs are linked.

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Military Tree

Structural Subsystems

 

First line (Shield Tech):

Improved Heatsinks (3 Lab) : By improving on the already present heat sinks, deflector shields are more able to dissipate direct energy attacks.

Direct Core Connection (5 Lab) : By diverting some Hypermatter Reactor energy directly into shield emitters, shield strenght is improved.

Backup Generator (6 Lab) Alliance and CIS only : A backup deflector shield generator is added to starships and facilities, providing continued protection during prolonged engagements.

Extra Emitters (7 Lab) : Adding several shield emitters reduces the likelyhood of deflector shield collapse during prolonged firefights.

Particle Shields (8 Lab) : The addition of Particle Shield technology helps better deflect physical damage received from projectile weapons or space debris.

First three techs are linked, except for CIS and Alliance.

 

Second line (Hull Tech):

Carbon Purity (1 Lab) : Mined Carbon is refined to an almost pure form and then added to the Durasteel manufacturing process, allowing for better damage negation.

Carvanium Refinement (2 Lab) : By lowering the amount of Carvanium used in the manufacturing of Durasteel, the hull becomes more durable.

Reinforced Lommite (4 Lab) : Research into the properties of Lommite ore led to the the manufacturing of denser Transparisteel viewports, as well as tougher Durasteel hull plating.

Zersium Coating (6 Lab) : Coating the hulls of ships and facilities in Zersium allows for better dissipation of heat received from weapon fire.

Duranium Viewports (7 Lab) Alliance and CIS only : Transparisteel viewports are infused with duranium making them much less likely to crack under combat conditions.

Compartmentalization (8 Lab) : By manufacturing starships and facilities in compartments which later are fitted together, hull breaches in one section can be quickly sealed off, maintaining overall hull integrity and pressure.

First four techs are linked.

 

Third line (Energy reserves):

Hypermatter Reactor (4 Lab) : Engineers are instructed to run the Hypermatter Reactor at peak efficiency, increasing the energy output slightly.

Tachyonic Matter (6 Lab) : By applying raw Tachyonic Matter cought during Hyperspace Travel directly as a fuel source, energy output is moderatly increased.

Hypermatter Injectors (8 Lab) : Fixing Hypermatter Injectors directly on the reactor core allows for greater fuel efficiency, significantly increasing the reactor output.

All techs are linked.

 

Fourth line (Armor rating):

Dense Carbon Manufacturing (1 Lab) : By refining mined carbon and subjecting it to high pressure and heat, near diamond like carbon is used in the creation of Durasteel armor.

Carbonite Nanofibers (3 Lab) : Usually reserved for Skyhooks, Carbonite Nanofibers are added to the overall framework of starships, strengthening them overall.

Carbonite Mesh (5 Lab) : All Durasteel Armor is infused with a mesh of Nanofibers, increasing the durability of the armor.

Meleenium Infusion (7 Lab) : Scientists experimenting with Meleenium in Durasteel found that by adding an extra 25% more of the element increases the durability of armor.

Neutronium Cladding (8 Lab) : Adding more Neutronium to the Durasteel mix allows for ultra-dispersive characteristics of enemy gun fire.

First three techs linked, final two can stand on their own.

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Military Tree

Ballistics & Rocketry

 

First line (Lasers and Turbolasers):

Cannon Enhancements (1 Lab) : Blasters, Lasers and Ion Cannons receive upgrades to their power cyclers, gas feeds and energization crystals, increasing the total damage output.

Cryo Coolant Upgrade (2 Lab) : Adding additional cryosystems and cooling sleeves to existing turbolasers, allows for more frequent energy discharges.

Capacitor Banks (3 Lab) : More capacitor banks are added to the basic Turbolaser design, resulting in higher energy discharges.

Siege Turbo Lasers (4 Lab) : By overcharging Turbolasers turrets, ships can dish out more damage for a short amount of time.

Galven Coils Extension (5 Lab) : Particle-beams are guided through more streams of energized Blaster Gas, increasing the energy output substantially.

Rangefinder Computer (6 Lab) : Engineers combined targeting computers with advanced rangefinder technology, allowing for more accurate firing on distant targets.

Linked Fire Systems (7 Lab) : Individual Turbolasers are linked together, firing simultaneously on an enemy target and increasing overall damage.

Overcharge (8 Lab) CIS only : Turbolasers are pushed to their limit for a short amount of time, dealing massive damage to enemy ships.

Tech 2, 3 and 4 are linked. Tech 4 is an ability, not sure if it actually does what is says on the tin. Tech 5, 6 and 7 are also linked.

 

Second line (Missiles):

ST2 Concussion Missile (2 Lab) : Arakyd Missiles are covered in a green energy shield, protecting them from point-defense weaponry, improving chances of hitting their intended target.

Assault Concussion Missile (3 Lab) : Larger Concussion Missile launchers are added to starships and defensive structures, allowing missiles to be launched over greater distances.

High Yield Warheads (4 Lab) : Improving on the Assault Concussion Missile system, warheads are fitted with a bigger payload, increasing damage on impact.

Cruise Missile Technology (6 Lab) : Missiles are outfitted with more powerful engines, increasing the range and accuracy of launched warheads.

Shieldbuster Effect (7 Lab) : Shieldbuster Torpedo plasma is added to standard Concussion Missile warheads, bombarding enemy shields with bursts of radiation so missiles can partially negate enemy deflector shields.

None are linked on this line, but High Yield Warheads leads to Concentrated Fire on line 3.

 

Third line (Abilities):

Ion Cannon Upgrade (4 Lab) : Ion Cannons are fitted on capital ships, used for disabling electronics and deflector shields so ships can get in close to finish their opponents off.

Concentrated Fire (5 Lab) : All launch bays are discharged in waves on a single target, doing massive damage.

What the abilities are and actually do, is just a guess here, feel free to correct me if I'm wrong.

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Military Tree

Experimental Design #1

 

Broken down in several sections: Items on the first two lines are usually common items.

Items on line 3 and 4 are empire specific.

 

First line (Lasers and Turbolasers):

Hangar Defense (2 Lab) : Grants access to the Hangar Defense structure, which can garrison strike craft squadrons to defend the planet.

Golan III Defense Platform (6 Lab) : Golan III Defense Platform is a very heavily armoured platform that deters planetary bombardment.

 

Second line (Breakthroughs):

Advanced Strike Craft (3 Lab Empire; 4 Lab Alliance, CIS and Republic) : Improved payloads and maneuvering thrusters, as well as more powerful engines allows for the creation of more advanced strike craft.

Buzz Droid Launchers (3 Lab) CIS only : Discord missiles can be launched, which deploy Pistoeka sabotage droids, better known as Buzz Droids. These insect-like droids are capable of disabling enemy fighters and wreak havoc on electronics.

Super-class infrastructure (6 Lab) : Infrastructural upgrades are made to allow for the construction of super massive stations and ships.

Super-class designs (7 Lab) : The designs for super-class vessels and stations are finalized, allowing for the construction of the mightiest vessels in the galaxy.

Super-class Infrastructure is linked Super-class Designs. Once Designs research is done, the linked super-capital ships research on the third line is unlocked. Look for these in the following posts.

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Military Tree

Experimental Design #2

 

Empire

 

Third line (New vessels):

Tartan-class Patrol Cruiser (2 Lab) : The Tartan Patrol Cruiser serves the anti-starfighter role in the Empire fleet. A powerful sensor suite allows for the tracking of multiple, fast moving strike craft.

Lancer-class Frigate (3 Lab) : In service since the end of the Clone Wars, the Lancer-class Frigate was designed to defend Star Destroyers from massed starfighter assault.

Broadside-Class Cruiser (4 Lab) : Based on the Gladiator-class Star Destroyer, the Broadside-class Cruiser is outfitted with multiple long range missile batteries designed for weaking packed enemy fleets.

Immobilizer 418 Cruiser (5 Lab) : The Immobilizer 418 Cruiser comes with several specialized abilities, including a set of four Gravity Well generators to stop enemy vessels from escaping to Hyperspace.

Torpedo Sphere (7 Lab) : The Loronar Corporation Torpedo Sphere is designed to crack planetary shields and lay siege to enemy holdings. It is also effective against large enemy vessels.

Star Dreadnaught (8 Lab) : Taking the Star Destroyer design to its extreme, the Executor Class Star Dreadnought can be made to bear on all who oppose the Empire.

 

Fourth line (Abilities):

Slave Circuitry (2 Lab) : Slave circuitry is used for remote control of ship systems. Fleets linked with slave circuitry can more efficiently communicate with each other.

Advanced ECM (3 Lab) : Electronic Countermeasure systems are boosted to more effectively scramble enemy targeting sensors.

Compact Gravity Well (4 Lab) : Gravity wells generators are made more compact and can be fitted on mobile frames, allowing for ships to create gravity wells and stop enemy vessels from properly entering Hyperspace.

Coordinated Strike (7 Lab) : By linking ships engaged in planetary bombardment, strategic targets on the surface can be more accurately razed.

Abilities... I have no idea what they really do at the moment, all I have to go on is the vague description of the associated file name. Feel free to comment!

 

Alliance

 

Third line (New vessels):

Liberator-class Cruiser (3 Lab) : The Liberator-class Cruiser is designed for disabling enemy ships with its ion cannons, followed by launching the starfighters it carres to finish the target off.

Assault Frigate Mark II (3 Lab) : The assault frigate is a heavily shielded vessel, designed to take on and harass vessels much larger than itself. Most of its systems are automated.

CC-7700 Frigate (3 Lab) : Not very well armed, the CC-7700 Frigate is an interdictor vessel designed to stop vessels from entering Hyperspace. It is best used in mixed fleets to protect it from attack.

MC80a Star Cruiser (3 Lab) : Originally designed as a luxury liner, the MC80a Star Cruisers were upgaded with heavy shielding and weaponry to take on Imperial warships, such as the massive Imperial-class Star Destroyers.

M80 Star Cruiser (3 Lab) : The M80 “Independence” Cruiser is a design that can absorb significant punishment while protecting its large star fighter complement. It also acts as a command and control cruiser.

MC80b Star Cruiser (3 Lab) : The MC80b Star Cruisers were designed for engaging ships much larger than itself. Reinforced hulls, backup deflector shield generators and massive batteries of turbolasers complement its design.

 

Fourth line (Abilities):

Advanced ECM (3 Lab) : Electronic Countermeasure systems are boosted to more effectively scramble enemy targeting sensors.

Compact Gravity Well (3 Lab) : Gravity wells generators are made more compact and can be fitted on mobile frames, allowing for ships to create gravity wells and stop enemy vessels from properly entering Hyperspace.

Mag Pulse (3 Lab) : A powerful weapon, the magnetic pulse warhead drains the enemy target of its energy storage, impairing special weapons usage.

Coordinated Strike (3 Lab) : By linking ships engaged in planetary bombardment, strategic targets on the surface can be more accurately razed.

Abilities... I have no idea what they really do at the moment, all I have to go on is the vague description of the associated file name. Feel free to comment!

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Military Tree

Experimental Design #3

 

CIS

 

Third line (New vessels):

Subjugator Star Battleship (7 Lab) : A massive warships designed around an immense ion cannon, used to disable and destroy entire fleets at a time. Its hull is covered in turbolaser and point-defense laser cannon batteries.

Geonosian Dreadnaught (8 Lab) : Designed to prohibit ships from jumping to hyperspace, once the enemy is prevented from fleeing it can launch massive waves of fighter craft to overwhelm the enemy.

 

Fourth line (Abilities):

Kamikaze (1 Lab) : Droid vessels become reckless and more than willing to throw themselves upon the enemy to stop them.

Advanced ECM (3 Lab) : Electronic Countermeasure systems are boosted to more effectively scramble enemy targeting sensors.

Compact Gravity Well (4 Lab) : Gravity wells generators are made more compact and can be fitted on mobile frames, allowing for ships to create gravity wells and stop enemy vessels from properly entering Hyperspace.

Massive Destruction (5 Lab) : All weapons are boosted and brought to bear on a single target, dealing massive damage.

Ion Dispersal Cannon (6 Lab) : More powerful ion cannons are made available, dealing more damage to enemy shield and energy reserves.

Coordinated Strike (7 Lab) : By linking ships engaged in planetary bombardment, strategic targets on the surface can be more accurately razed.

Abilities... I have no idea what they really do at the moment, all I have to go on is the vague description of the associated file name. Feel free to comment!

 

Republic

 

Third line (New vessels):

Acclamator II-Class Cruiser (4 Lab) : Unlike the Acclamator I variant, the Acclamator II is designed as a fully-fledged warship. It carries heavy proton torpedo launchers used for planetary assault and is capable of holding its own against other ships.

CC-2200 Frigate (6 Lab) : A very lightly armed interdictor vessel. Its single piece of armament consists of a gravity well projector, requiring the cruiser to rely on other vessels for defense.

Praetor-class Battlecruiser (7 Lab) : Larger than any vessel in the Republican fleet and powered by a powerful hypermatter reactor core, this immense vessel is designed to liberate worlds in conjunction with a support fleet.

Mandator Star Dreadnaught (8 Lab) : Mandators generally patrol the space between fortress worlds and serve as command ships. Its impressive communication array helps coordinate fleet wide operations.

 

Fourth line (Abilities):

Slave Circuitry (2 Lab) : Slave circuitry is used for remote control of ship systems. Fleets linked with slave circuitry can more efficiently communicate with each other.

Advanced ECM (3 Lab) : Electronic Countermeasure systems are boosted to more effectively scramble enemy targeting sensors.

Compact Gravity Well (4 Lab) : Gravity wells generators are made more compact and can be fitted on mobile frames, allowing for ships to create gravity wells and stop enemy vessels from properly entering Hyperspace.

Coordinated Strike (7 Lab) : By linking ships engaged in planetary bombardment, strategic targets on the surface can be more accurately razed.

Abilities... I have no idea what they really do at the moment, all I have to go on is the vague description of the associated file name. Feel free to comment!

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And the final bit, the Civilian techy tree.

 

Well, not much to edit, aside from the Engineering section.

 

Fourth line:

Hyperspace Beacon Tap (2 Lab) : Tapping into nearby hyperspace beacons allows your empire to glance which vessels are travelling to your system.

Hyperspace Beacon Hack (5 Lab) : Masking communication signals as normal background radiation allows your empire to probe deeper into the hyperspace beacon network, revealing enemy movement at greater distances.

 

Aside from that, that's that. Hooray! Bit sick of Notepad at the moment. File will be uploaded as soon as I'm able to.

All updates are done basically in one file: English.str in the String folder of the mod.

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  • SWR Staff - Executive
Nice, very cool

Evaders99

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http://swrebellion.com/images/banners/swcicuserbar.png Administrator

 

Fighting is terrible, but not as terrible as losing the will to fight.

- SW:Rebellion Network - Evaders Squadron Coding -

The cake is a lie.

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