Lukc wrote:Here’s the diff that should make medicine/genetics/symbiotic biology techs useless for non-organic species:
Cool, committed:
revision 4740.
Lukc wrote:However, I tend to disagree on the fact we should not make at least one or two techs to replace those for non-organics species. It does make those species very disadvantaged...
That's OK, minor species don't need to be of equally useful. Just interesting, and better than totally useless. Most non-organic species have "NO_FOOD_USE", so that evens things up somewhat.
Lukc wrote:eleazar wrote:Thats better considered after the main tree is more complete and polished.
What is lacking most in the main tree? Maybe I could suggest some techs, while I’m at it…
The problem isn't so much a lack of techs (except of course for features we haven't implemented yet), but too many techs, especially the ones that do nothing, difficult navigation, and multiple different concept of what the tree should be like according to who build a particular part.
It's going to need a big overhaul sometime, (once we figure out what to do) which is a big pain, so avoiding over-inflating the tree will make that easier.
EDIT:
revision 4741
Added Artificial Minds as a prerequisite .