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The stock tech tree takes roughly 12,715 science to complete


Galacticruler

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I wish there where more parts to spend our points on. Warp drives, space docks, colonization of other planets/moons tech, etc. =^.^=

A. Warp Drive has been done as a mod, and I think was added tothe do not suggest list...

B. Space docks?

C. Colonization of other bodies...meh.

Ahh thank you. I needed this number for a theoretical upper bound on the difficulty setting allowed by my script.

You're welcome.

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Ooh, difficulty. That sounds like something fun the devs could add eventually. (Probably after the game is released)

It's something I refuse to play the game without, whether squad eventually adds it or not. I did one flight, and then decided to write a program to change my ScienceDefs file to make the game ~10 times harder. I don't want to spoil the fun by unlocking 4 tiers at a time.

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just an informitive thread.

also I gave my self 500,000 science(I know, I know...) and bought all the tech node, and it came out at 487,285, which is 12,715 less than 500,000.

Well, something strange must have happened then. I just did a test and started a new career file that I hacked exactly 10,738 science into. I was able to unlock the entire tech tree without any science left over.

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It's something I refuse to play the game without, whether squad eventually adds it or not. I did one flight, and then decided to write a program to change my ScienceDefs file to make the game ~10 times harder. I don't want to spoil the fun by unlocking 4 tiers at a time.

you should add other settings such as testing*, cakewalk, easier, moderate, difficult, hard, impossible, realisticly insane...etc..

*>1 science a node or hundreds for one crew report, for mod devs such as me...

EDT:

Well, something strange must have happened then. I just did a test and started a new career file that I hacked exactly 10,738 science into. I was able to unlock the entire tech tree without any science left over.

alright, sounds like something messed with my tech tree...brb.

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I think your math is a bit off. I'm getting 10,738.
just an informitive thread.

also I gave my self 500,000 science(I know, I know...) and bought all the tech node, and it came out at 487,285, which is 12,715 less than 500,000.

Who cares about the specifics of how much it costs? What is important is that...

ngbbs4d72d7d79159f.jpg

IT'S OVER 9000!

(And that's bloody hard...Or more precisely...Time-consuming to get if you are not cheating...)

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Go into the KSP directory. Open up the 'saves' folder. Open up the folder that corresponds the save you wish to give science to. Open up 'persistent.sfs' with Notepad or some similar text editor. Look for the 'Science = ' field. Set this to your desired science value.

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Any difficulty scale would probably go thus:

Cheaty

Easy

Medium

Hard

Scott Manley Finds This Hard

(Although any increase in 'difficulty' will increase the grinding, I think the tech tree should be maxed when manned landings have occurred on all bodies... even eve)

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Any difficulty scale would probably go thus:

Cheaty

Easy

Medium

Hard

Scott Manley Finds This Hard

(Although any increase in 'difficulty' will increase the grinding, I think the tech tree should be maxed when manned landings have occurred on all bodies... even eve)

I don't think difficulty should increase the grind. Or it just becomes another game where you find a farming route and hit it over and over.

I think difficulty should result in smaller biomes and in harder to get at places. So you have to have better piloting skills to get to them. ie; small biome in one specific trench on Muns north poll as that's a steep and narrow place to land in. or one half way up a steep hill on Duna, so you either have to design a craft able to land on a steep slope, or get your rocket propelled rover out to climb the hill (or if rolling with mods use the KAS grappling hook to ascend). The holes on Moho etc.

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I don't think difficulty should increase the grind. Or it just becomes another game where you find a farming route and hit it over and over.

I think difficulty should result in smaller biomes and in harder to get at places. So you have to have better piloting skills to get to them. ie; small biome in one specific trench on Muns north poll as that's a steep and narrow place to land in. or one half way up a steep hill on Duna, so you either have to design a craft able to land on a steep slope, or get your rocket propelled rover out to climb the hill (or if rolling with mods use the KAS grappling hook to ascend). The holes on Moho etc.

I completely agree.

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The only way I can think to change the difficulty right now is to modify the science points you get for each different biome and science device. At this point I think it'd be very hard to increase difficulty without increasing the grind. OTOH, if you're playing on hard you're probably a player that can get to Duna on tier 3 parts, so maybe the grind wouldn't be increased.

**disclaimer** I have no experience with KSPs config files (or whatever sets specific values)**

You could always mod your game to decrease the science points for specific experiments in specific biomes that you feel are too big/easy.

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