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[WIP] Reorganized Tech Tree Alpha 0.2.0 Added NFT and MFT


Jonnothin

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I don't understand.

What I was asking is add some text in the node description for each mod-specific node, e.g. "This node requires KSPI", "This node requires Infernal Robotics", etc.

Also the way the node requirements work right is not very intuitive. When I first loaded it, I was never sure what to do in order to get to something specific down the line.

Edited by Cpt. Kipard
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A lot. :P I rocketed through KSPI's tech tree with about a handful of Mun and Minmus return missions (about...7-8 or so) using your stuff. 'Tis why I'm so glad this tech tree is a thing. I like your science experiments and want to keep them.

This certainly has a loooooooooooot of nodes though. O.O

I like the number of nodes. It spreads the progression out a fair bit and makes the game feel much longer. :D

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I'll see what I can do.

Don't get me wrong. Some webbing is ok as long as it's intuitive. Players should be able to roughly guess what to expect when they start unlocking nodes.

For example, on the top there you have those triple node branches for engines. It makes little logical sense to force you to unlock each thing in order to progress.

Edited by Cpt. Kipard
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Don't get me wrong. Some webbing is ok as long as it's intuitive. Players should be able to roughly guess what to expect when they start unlocking nodes.

For example, on the top there you have those triple node branches for engines. It makes little logical sense to force you to unlock each thing in order to progress.

By breaking it down into smaller chunks, you can get what you need sooner. For instance, if I just need the more powerful booster engines but don't need the efficient upper stages, I can get them without having to spend as much science up front.

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  • 4 weeks later...

Alpha Test 0.2.0 update

Lots of changes see original post for more info.

I'm making a lot of changes to the tree to get rid of some of the webbing and make it more intuitive. These changes are not complete, but it should help.

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  • 1 month later...

Hi Jonnothin, are you still working on this tech tree? It looks too good to be abandoned!

I do have some questions about it. Would it be possible to add support for Karbonite and MKS/OKS? Karbonite could just be placed on the same nodes as Kethane, so that no matter which one of the two you use, the nodes would never be empty.

By looking at the tech tree image in the OP, it seems that flight is unlocked way down the tree. Is it possible to add some sort of basic flying more towards the beginning? Like the double decker from Firespitter? I find it makes some sense to have some sort of flying before rockets, or at least very early, and also allows for some Kerbin science collection if you get stuck.

Hope you keep updating this! I'm looking really hard for a challenging tree with good mod integration, and this seems to be the one!

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Hi, I do still plan on working on it, but it is on hold at the moment do to ... well life. Technically Karbonite is supported as long as it works with the basic tech tree. I also haven't tested any of the latest mods with .24 yet and I've been kind of waiting for ksp to stabilize a little before I start updating again.

I have thought about how flight needs to be changed, but I haven't got around to that yet either.

It's good to hear that you like my tech tree.

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