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XCOMUFO & Xenocide

Tech Tree


Guest Azrael Strife

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There are still some elements which I don't know what you have to research first, and I may have skipped some elements (it's 4 in the morning :)).

I invented the research required for Alien Reproduction and Alien Goal.

Let's see some thoughts, and if someone can and wants to do a more practical version of this, it's all yours :D

Xenocide_Tech_Tree.rtf

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revised it some. Should be more accurate now.

 

XENOCIDE V1

TECH TREE

 

RESEARCH SUBJECT: Laser Weapons

RESEARCH REQUIRED: None

ITEM REQUIRED: None

ABLE TO PRODUCE: None

 

RESEARCH SUBJECT: Laser Pistol

RESEARCH REQUIRED: Laser Weapons

ITEM REQUIRED: None

ABLE TO PRODUCE: Laser Pistol

 

RESEARCH SUBJECT: Laser Rifle

RESEARCH REQUIRED: Laser Pistol

ITEM REQUIRED: None

ABLE TO PRODUCE: Laser Rifle

 

RESEARCH SUBJECT: Heavy Laser

RESEARCH REQUIRED: Laser Rifle

ITEM REQUIRED: None

ABLE TO PRODUCE: Heavy Laser

 

RESEARCH SUBJECT: Laser Cannon

RESEARCH REQUIRED: Heavy Laser

ITEM REQUIRED: None

ABLE TO PRODUCE: Laser Cannon, Laser Tank

 

RESEARCH SUBJECT: Laser Tank*

RESEARCH REQUIRED: Laser Cannon

ITEM REQUIRED: None

ABLE TO PRODUCE: Laser Tank

 

RESEARCH SUBJECT: Laser Defense

RESEARCH REQUIRED: Laser Cannon

ITEM REQUIRED: None

ABLE TO PRODUCE: Laser Defense Facility

 

RESEARCH SUBJECT: Alien Grenade

RESEARCH REQUIRED: None

ITEM REQUIRED: Alien Grenade

ABLE TO PRODUCE: Alien Grenade

 

RESEARCH SUBJECT: Motion Sensor

RESEARCH REQUIRED: None

ITEM REQUIRED: None

ABLE TO PRODUCE: Motion Sensor

 

RESEARCH SUBJECT: Field Medical Kit

RESEARCH REQUIRED: None

ITEM REQUIRED: None

ABLE TO PRODUCE: Field Medical Kit

 

RESEARCH SUBJECT: Psionic Probe

RESEARCH REQUIRED: None

ITEM REQUIRED: Psionic Probe

ABLE TO PRODUCE: Psionic Probe

 

RESEARCH SUBJECT: Plasma Pistol

RESEARCH REQUIRED: Plasma Weapons?

ITEM REQUIRED: Plasma Pistol

ABLE TO PRODUCE: Plasma Pistol

 

RESEARCH SUBJECT: Plasma Pistol Clip

RESEARCH REQUIRED: Plasma Weapons?

ITEM REQUIRED: Plasma Pistol Clip

ABLE TO PRODUCE: Plasma Pistol Clip

 

RESEARCH SUBJECT: Plasma Rifle

RESEARCH REQUIRED: Plasma Weapons?

ITEM REQUIRED: Plasma Rifle

ABLE TO PRODUCE: Plasma Rifle

 

RESEARCH SUBJECT: Plasma Rifle Clip

RESEARCH REQUIRED: Plasma Weapons?

ITEM REQUIRED: Plasma Rifle Clip

ABLE TO PRODUCE: Plasma Rifle Clip

 

RESEARCH SUBJECT: Heavy Plasma

RESEARCH REQUIRED: Plasma Weapons?

ITEM REQUIRED: Heavy Plasma

ABLE TO PRODUCE: Heavy Plasma

 

RESEARCH SUBJECT: Heavy Plasma Clip

RESEARCH REQUIRED: Plasma Weapons?

ITEM REQUIRED: Heavy Plasma Clip

ABLE TO PRODUCE: Heavy Plasma Clip

 

RESEARCH SUBJECT: Plasma Cannon

RESEARCH REQUIRED: Plasma Rifle, Plasma Rifle Clip or Heavy Plasma, Heavy Plasma Clip

ITEM REQUIRED: None

ABLE TO PRODUCE: Plasma Cannon

 

RESEARCH SUBJECT: Plasma Defense

RESEARCH REQUIRED: Plasma Cannon

ITEM REQUIRED: None

ABLE TO PRODUCE: Plasma Defense Facility

 

RESEARCH SUBJECT: Alien Composites

RESEARCH REQUIRED: None

ITEM REQUIRED: Alien Composites

ABLE TO PRODUCE: Alien Composites

 

RESEARCH SUBJECT: Combat Armor

RESEARCH REQUIRED: Alien Composites

ITEM REQUIRED: None

ABLE TO PRODUCE: Combat Armor

 

RESEARCH SUBJECT: Combat Powersuit

RESEARCH REQUIRED: Combat Armor, Xenium-122, Xenium Reactor

ITEM REQUIRED: None

ABLE TO PRODUCE: Combat Powersuit

 

RESEARCH SUBJECT: Anti-grav Powersuit

RESEARCH REQUIRED: Combat Powersuit, Alien Navigation System

ITEM REQUIRED: None

ABLE TO PRODUCE: Anti-grav Powersuit

 

RESEARCH SUBJECT: Alien Navigation System

RESEARCH REQUIRED: None

ITEM REQUIRED: Alien Navigation System

ABLE TO PRODUCE: Alien Navigation System

 

RESEARCH SUBJECT: [uFO Construction]

RESEARCH REQUIRED: Alien Navigation System, Xenium Reactor, Xenium-122, Alien Composites

ITEM REQUIRED: None

ABLE TO PRODUCE: None

 

RESEARCH SUBJECT: XC-2 Starfire

RESEARCH REQUIRED: [uFO Construction]

ITEM REQUIRED: None

ABLE TO PRODUCE: XC-2 Starfire

 

RESEARCH SUBJECT: Plasma Hovertank*

RESEARCH REQUIRED: [uFO Construction], Plasma Cannon.

ITEM REQUIRED: None

ABLE TO PRODUCE: Plasma Hovertank

 

RESEARCH SUBJECT: XC-22 Eclipse

RESEARCH REQUIRED: XC-2 Starfire

ITEM REQUIRED: None

ABLE TO PRODUCE: XC-22 Eclipse

 

RESEARCH SUBJECT: XC-33 Vengeance

RESEARCH REQUIRED: XC-22 Eclipse

ITEM REQUIRED: None

ABLE TO PRODUCE: XC-33 Vengeance

 

RESEARCH SUBJECT: [Grav Shield]

RESEARCH REQUIRED: XC-33 Vengeance

ITEM REQUIRED: None

ABLE TO PRODUCE: [Gravity Defense]

 

RESEARCH SUBJECT: Stun Launcher

RESEARCH REQUIRED: None

ITEM REQUIRED: Stun Launcher

ABLE TO PRODUCE: Stun Launcher

 

RESEARCH SUBJECT: Stun Bomb

RESEARCH REQUIRED: None

ITEM REQUIRED: Stun Bomb

ABLE TO PRODUCE: Stun Bomb

 

RESEARCH SUBJECT: Fusion Bomb Launcher

RESEARCH REQUIRED: None

ITEM REQUIRED: Fusion Bomb Launcher

ABLE TO PRODUCE: Fusion Bomb Launcher

 

RESEARCH SUBJECT: Fusion Bomb

RESEARCH REQUIRED: None

ITEM REQUIRED: Fusion Bomb

ABLE TO PRODUCE: Fusion Bomb

 

RESEARCH SUBJECT: Fusion Missile

RESEARCH REQUIRED: Fusion Launcher, Fusion Bomb

ITEM REQUIRED: None

ABLE TO PRODUCE: Fusion Missile Launcher, Launcher Hovertank

 

RESEARCH SUBJECT: Fusion Defense

RESEARCH REQUIRED: Fusion Missile

ITEM REQUIRED: None

ABLE TO PRODUCE: Fusion Defense Facility

 

RESEARCH SUBJECT: Alien Origins

RESEARCH REQUIRED: Any Live Alien

ITEM REQUIRED: None

ABLE TO PRODUCE: None

 

RESEARCH SUBJECT: The Martian Solution

RESEARCH REQUIRED: Alien Origins

ITEM REQUIRED: Any Leader or Above

ABLE TO PRODUCE: None

 

RESEARCH SUBJECT: [Cydonia or Bust]

RESEARCH REQUIRED: The Martian Solution

ITEM REQUIRED: Any Commander

ABLE TO PRODUCE: None

 

RESEARCH SUBJECT: Psi Lab

RESEARCH REQUIRED: None

ITEM REQUIRED: Any Cloak or Grey Leader/Commander

ABLE TO PRODUCE: Psi Lab Facility

 

RESEARCH SUBJECT: Psionic Amplifier

RESEARCH REQUIRED: Psi Lab

ITEM REQUIRED: None

ABLE TO PRODUCE: Psionic Amplifier

 

RESEARCH SUBJECT: [Mind Shield]

RESEARCH REQUIRED: Psi Lab

ITEM REQUIRED: None

ABLE TO PRODUCE: [Mind Shield Facility]

 

RESEARCH SUBJECT: [Alien Transmission Decoder]

RESEARCH REQUIRED: None

ITEM REQUIRED: Any Live Navigator

ABLE TO PRODUCE: [Alien Transmission Decoder Facility]

 

RESEARCH SUBJECT: Alien Reproduction

RESEARCH REQUIRED: None

ITEM REQUIRED: All Alien Autopsies

ABLE TO PRODUCE: None

 

RESEARCH SUBJECT: The Alien Goal

RESEARCH REQUIRED: None

ITEM REQUIRED: Any Leader, Psionic Probe, Alien Origins, Alien Reproduction.

ABLE TO PRODUCE: None

 

RESEARCH SUBJECT: Alien Examination Room

RESEARCH REQUIRED: None

ITEM REQUIRED: Alien Examination Room

ABLE TO PRODUCE: None

 

RESEARCH SUBJECT: Alien Entertainment

RESEARCH REQUIRED: None

ITEM REQUIRED: Alien Entertainment

ABLE TO PRODUCE: None

 

RESEARCH SUBJECT: Alien Food

RESEARCH REQUIRED: None

ITEM REQUIRED: Alien Food

ABLE TO PRODUCE: None

 

RESEARCH SUBJECT: Alien Surgery

RESEARCH REQUIRED: None (Alien Examination Room?)

ITEM REQUIRED: Alien Surgery? Alien Examination Room?

ABLE TO PRODUCE: None

 

RESEARCH SUBJECT: Alien Retaliation

RESEARCH REQUIRED: None

ITEM REQUIRED: Any Live Navigator(After Obtaining Alien Transmission Decoder)

ABLE TO PRODUCE: None

 

RESEARCH SUBJECT: Alien Research

RESEARCH REQUIRED: None

ITEM REQUIRED: Any Live Navigator(After Obtaining Alien Transmission Decoder)

ABLE TO PRODUCE: None

 

RESEARCH SUBJECT: Alien Terror

RESEARCH REQUIRED: None

ITEM REQUIRED: Any Live Navigator(After Obtaining Alien Transmission Decoder)

ABLE TO PRODUCE: None

 

RESEARCH SUBJECT: Alien Abductions

RESEARCH REQUIRED: None

ITEM REQUIRED: Any Live Navigator(After Obtaining Alien Transmission Decoder)

ABLE TO PRODUCE: None

 

RESEARCH SUBJECT: Xenium-122

RESEARCH REQUIRED: None

ITEM REQUIRED: Xenium-122

ABLE TO PRODUCE: None

 

* this item is automatically researched after researching the required subjects.

Xenocide_Tech_Tree.rtf

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To attend:

- We have a Plasma Weapons CT, similar to the Laser Weapons, do we need to research it in order to research Plasma Pistol, Rifle, Heavy, etc?

 

- What exactly to you need to get Alien Surgery?

 

I'll ask someone from AWD to do a graphic version later, since no one here seems to know how :D, I'm sure they can do one in a minute.

Edited by Azrael
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To attend:

- We have a Plasma Weapons CT, similar to the Laser Weapons, do we need to research it in order to research Plasma Pistol, Rifle, Heavy, etc?

 

Yes. If the first things you can research are Laser Weapons, [Medkit], and [Motion Scanner] (like in the original) than yes, you should have to research Plasma Weapons. Anyways, how else would you justify having it in the tech tree?

 

- What exactly to you need to get Alien Surgery?

 

Wouldn't know. Mayber capturing a [Harvester] ufo?

 

I'll ask someone from AWD to do a graphic version later, since no one here seems to know how :D, I'm sure they can do one in a minute.

 

Yes, that would be nice :)

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It makes sense, you understand the principles behind the technology before using it, otherwise the techs might not know what makes the weapon works and what makes it go boom, like in UFO aftermath (yuck), you research Laser and Plasma Principles. (actually, I kinda liked the way the entries were made in that game)
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like in UFO aftermath (yuck), you research Laser and Plasma Principles. (actually, I kinda liked the way the entries were made in that game)

 

 

Was that game good? I have it at my Dad's but never managed to bring it over to my house (his computer is slow).

 

Not that good, it's like X-Com but no base building, Tactical is disgusting and physically painful. I liked more or less the whole story, though I wasn't able to finish it (I have to download a patch to even make it worthwhile). The Ufopedia was nice, I liked it very much, specially that feeling it gave of "we have no idea what this is, but we now how to fire it, here".

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Amusingly, in Com 1, you actually research plasma weapons after completing, IIRC, research on all three plasma weapons(Might actually be rifle + heavy orhravy alone, but I can't recall precisely right now.), then only can you research plasma cannons onwards...

 

That actually kind of made sense, because you'd be working on a finsihed product, reverse engineer it, then figure out the principles on which it worked. It's relatively simple to replicate something once you know what goes where, using an unknown object is actually quite similar, just try to figure out what that red button beneath the barrel does before pushing it(five points to anyone that figures out the reference.). But understanding the principles, even when you have a working example, is not easy. For example, if you don't know anything about combustion, but someone gave you very detailed blueprints to work on, you could probrably build an engine, provided you have all the parts. But understand how it works?

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Guest Azrael
I know, but then there is no real reason to research Plasma Weapon Systems, maybe as a "bonus"?, when you research all plasma weapons you automatically get Plasma Weapon Systems, without actually having to research it.
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*grumpy*

iirc, in the original, you have to research plasma weapons systems BEFORE you can research plasma cannon onwards, no PWS, no plasma cannon, no plasma defences.

 

Although, that's just to keep with the original.

If researching PWS before being allowed to research any of the weapons is good for gameplay, do it thataway.

*edit* Sounds like Azzy has been busy celebrating...

:rave3:

^-- Azzy's the DJ

Edited by tzuchan
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Guest Azrael
*grumpy*

iirc, in the original, you have to research plasma weapons systems BEFORE you can research plasma cannon onwards, no PWS, no plasma cannon, no plasma defences.

 

Although, that's just to keep with the original.

If researching PWS before being allowed to research any of the weapons is good for gameplay, do it thataway.

*edit* Sounds like Azzy has been busy celebrating...

:rave3:

^-- Azzy's the DJ

 

You did?, well then, care to make the corrections to the tech tree?, I tried to make it as similar to the original as possible, but my knowledge of it is just as limited.

Hehe, just making preparations to my trip. =b

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  • 2 weeks later...

Heres a really basic tech tree I made with visio. Some stuff might be missing so let me know. Anything not showing up there should be able to be researched as soon as you have one of the items in your stores.

 

I left space open for new additions for Xenocide because I don't know what they are yet. Later I'll add colors and such if necessary.

 

Edit: The combat suits are missing, I know you need xenium at least but is there anything else?

post-4063-1105564588_thumb.jpg

Edited by JakeDrake
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Here, I created an HTML version of it, updated and fixed in many aspects, please check it out and see if you can find mistakes or something that has to be added. Good graphic version Jake, but I'm afraid for the time being we'll need a list instead of a graphic, but I'll ask you to do one once we're done with the list, thanks. =b

(damn it took me good time to do this!)

TechTree_v1.html

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That would be straying too much from X-Com 1, I think, besides, it'd make things easier but woulnd't be as logical, clips and the weapons themselves are different things that have different functionality, in order to manufacture them, you have to understand them both.

Anyway, this is an improved version, fixed some mistakes, should be easier to read now, with all the new hyperlinks.

TechTree_v1.html

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Regarding the combat suits: In the original, they needed Elerium research and UFO power source research.

 

Edit: This is in addition to alien alloys research and personal armor research.

Edited by Cpl. Facehugger
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COMBAT POWERSUIT

 

Prerequisites

 

Topic: Combat Armor

Topic: Xenium-122

Topic: Xenium Reactor

 

 

Grants

 

X-NET Entry: Combat Powersuit

Topic: Antigrav Powersuit

Item: Combat Powersuit

 

It's all in there, perhaps the first draft it was mistaken, it should be fixed now then.

To get Combat Powersuit (Powerarmor) you need Combat Armor, which means that you already have Alien Composites, because you need it to research the combat armor in the first place, then Xenium and Xenium Reactor (elerium and ufo powersource).

 

I was thinking, what's the deal with research time?, is there a place where we might obtain a table of how much it takes to research something?

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first of all,

1. ALIEN COMMANDER

 

Prerequisites

 

Item: Live Alien Commander

 

Grants

 

Topic: [Thanatos or Bust]

Topic: Alien Origins

Topic: [The Martian Solution]

Topic: Mental Shield Facility

Topic: The Alien Goal

 

I thought that the mental shield facility can nly be researched after researching psilab or psiamp?

 

Another problem is that you get the laser xcap automatically after researching laser cannon but you have both the launcher xcap and plasma xcap requiring separate research topics... Is this on purpose?

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I got an idea: What about, the only way to research live terror-discs/artopods is to capture a live gray/cloak mechanic?
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I had though that capturing a live Grey should give you the live Terror-Disc entry, since the Greys invented them, but I'm not too sure about it, maybe we could have it as *another* way of obtaining the entries, not the only one.

How does the rest feel about this?

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Probable wouldnt be good to require a grey to research terrordisk, unless we plan on making terror-disk uncapturable (if it always selfdestructs). Maybe a grey medic? I don't really thinks its all that important, plus we might have to change the CTD in order to inform the user of the extra entry granted.
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Good, besides minor changes that would be exclusively part of Xenocide, according to X-Com 1, does this tech tree seems acceptable to you?, is this the one we're going to use? (maybe a change or two :))
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No, we don't really know who built the Artopods, just that Cloaks control them, but Terror-Discs were created by Greys.

New tech tree.

Notes:

Added live Alien studies

Added "Alien Composites" as granted topic in Silabrate

Deleted "Xenium-122" in "Alien Goal", "UFO Construction" already has "Xenium-122" as prerequisite.

Added "Terror-Disc" as granted topic in "Grey Engineer"

Specified that granted X-Net Entries in "Alien Engineer" are all random except for "Terror-Disc" for Grey engineers.

Added "Alien Medical Room"

Arrenged alphabetically.

 

Let's see some comments! :)

TechTree_v1.html

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:Coffee:

1. ALIEN COMMANDER

 

Prerequisites

 

Item: Live Alien Commander

 

 

Grants

 

Topic: [Thanatos or Bust]

Topic: Alien Origins

Topic: [The Martian Solution]

Topic: Mental Shield Facility

Topic: The Alien Goal

 

While I can accept that you need to capture another grey commander/any cloak just to research the Mental shield facility, I won't quite get it if you can capture any random commander... Suggest deleting this line, makes things confusing.

 

P/s I thought any cloak, regardless of their ranks will give you psi tech? And that grey leaders and up had psi ability?

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:Coffee:

1. ALIEN COMMANDER 

 

Prerequisites

 

Item: Live Alien Commander

 

 

Grants

 

Topic: [Thanatos or Bust]

Topic: Alien Origins

Topic: [The Martian Solution]

Topic: Mental Shield Facility        <----

Topic: The Alien Goal

 

While I can accept that you need to capture another grey commander/any cloak just to research the Mental shield facility, I won't quite get it if you can capture any random commander... Suggest deleting this line, makes things confusing.

 

P/s I thought any cloak, regardless of their ranks will give you psi tech? And that grey leaders and up had psi ability?

 

If you read Mental Shielding facility, it says it needs a Grey Commander, Cloak Commander or Leader, the Alien Commander/Leader/Soldier/Medic is a general thing, as I put in Engineer, but maybe an aclaration is in good order.... :hmmm:

 

Yes, Any Cloak or a Grey Leader/Commander can give Psi Lab, read Psi Lab.

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No, we don't really know who built the Artopods, just that Cloaks control them, but Terror-Discs were created by Greys.

but a engineer might have to info we need anywho. you dont need to build it to know how it works.

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New one.

 

Notes:

Specified that only Grey or Cloak Commanders and Cloak Leaders give Mental Shield Facility.

Fixed link: "Fusion Defense Facility" in "Fusion Missile"

Fixed link: "The Martian Solution" in "Alien Origins"

Deleted "Laser XCAPS" as granted X-Net entry and item from "Laser Cannon", made it a separate topic which is automatically obtained, made it a granted topic in "Laser Cannon"

Added granted topic in "The Martian Solution": [Thanatos or Bust]

Added granted topic in "Alien Leader": Mental Shielding Facility, for Cloak Leaders only.

Added granted topic in "Alien Leader": Psionic Lab, for Cloak and Grey leaders only.

Added granted topic in "Alien Commander": Psionic Lab, for Cloak and Grey Commanders only.

Added granted topic in "The Ultimate Craft": Gravity Defense Facility.

Added prerequisite in "The Martian Solution": Alien Origins

Added prerequisites in "The Alien Goal": Alien Nutrients and Biological Research room.

Added prerequisite in "Alien Breeding": Ventriculant.

TechTree_v1.html

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  • 2 weeks later...

Suggestion for the psionics branch

 

This is from a tech tree proposal I made about a year an half ago (looks like it got lost in the forum re-organization).

 

It follows the pattern: Topic -> New Topic(result)

(please excuse if the names aren't right..I'm not totally up date)

 

Psionic Probe -> Psionic Theory

 

Psionic Leader* + Psionic Theory -> Psychotronics(Psi Amp, Psi Training)

 

Psionic Cmdr** + Psychotronics -> Mental Barrier Facility(Mental Barrier)

 

*Alien Leader in any race w/ psionics

**Alien Commander in any race w/ psionics

 

I also still have the xml schma for the research tree, if anyone wants it.

 

-The Captain

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So it was yours, I've read through it, but it included some texts that are not foreseen to be included in V1, I don't really know about it, it'd be making the tree a little too different from X-Com1, I don't know.
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  • 3 weeks later...

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