Kordanor Posted May 19, 2014 Share Posted May 19, 2014 First of all, this is obviously a spoiler. So if you want to find out the techtree yourself, don't read further. When I looked in the net for a tech tree all I found was the wiki entry over here: http://xenonauts.wikia.com/wiki/Tech_Trees But without already knowing all the technologies this overview doesn't really help too much. I was missing a structure and clear indication about what triggers it and what I get for it. So I sat down and made my own diagram, which you can find over here: http://ndnw.net/no-hp-stuff/Research.png I hope that it's of use to some folks. The main challenge, and the most time-consuming aspect was to make it fit into one screen. ^^ Things to mention: I did not play the very last steps myself yet, and dragged some information from the research.xml which comes with the game. But at some stuff I wasn't sure if they are in the game at all, and therefore left them out. e.g. Researches.ScuttlerDisassembly, as I could not find an entry in the Xenopedia. It's also the only Autopsy/Disassembly which actually gives a damage boost. Guess this is leftover from old data. Also the singularity stuff didn't make too much sense to me. The research for the singularity requires to start: the research for the singularity. Maybe that's an easteregg, but I don't see how you can reach that in the game normally. ^^ Anyways, all relevant info should be in this tech tree. The Legend can be found on the right. All UFOs are at the top. All Corpses are at the bottom. All Interrogations are nearly at the bottom. And the time runs from left to right, meaning on the right you find the highest techs (roughly, Base upgrades didn't fit further left). The Red Numers in the corner represent the effort value needed to research the item. Have fun. 1 Quote Link to comment Share on other sites More sharing options...
skaianDestiny Posted May 19, 2014 Share Posted May 19, 2014 Bit of nitpick: You haven't changed the dropships to be the color listed in the key. Currently they're the same color as the interceptors. It's also a bit hard to read the text not inside a bubble. All in all, looks good. Quote Link to comment Share on other sites More sharing options...
kabill Posted May 19, 2014 Share Posted May 19, 2014 Wow, that's really good. Getting it to fit into a single screen and keeping it clear is impressive. Quote Link to comment Share on other sites More sharing options...
Kordanor Posted May 19, 2014 Author Share Posted May 19, 2014 Cheers! Corrected the Dropship background and moved one of the small texts a bit which was partially on dark background. But these texts are really just for making it complete and not of big relevance. Quote Link to comment Share on other sites More sharing options...
SpikeOnUr6 Posted May 19, 2014 Share Posted May 19, 2014 Nice work! I guess you confused the arrows for Alenium and Alien Alloys... from the image it seems the Alenium explosives are triggered by the alloys, instead of the Alenium research. Quote Link to comment Share on other sites More sharing options...
Kordanor Posted May 19, 2014 Author Share Posted May 19, 2014 Thanks again! Corrected Quote Link to comment Share on other sites More sharing options...
KevinHann Posted May 20, 2014 Share Posted May 20, 2014 Perhaps it's me being incredibly stupid but I can't figure how to get to MAG weapons - are they better than plasma class? All the game will let me research is the singularity cannon, just in line with the Fury. By the way trying to employ Fury in aerial fight results in no auto resolve option and instant crush upon clicking "engage" - is this a common issue? Sorry for the slight offtopic. Quote Link to comment Share on other sites More sharing options...
mekasha Posted May 20, 2014 Share Posted May 20, 2014 If you're playing the stable build, MAG research is broken and won't show up. Somewhat related, does anyone else feel MAG research shows up a little too early? Playing through on normal on the latest experimental build, I actually unlocked Plasma+MAG research at the same time. I can't really reconcile how that happened from the tech tree above Quote Link to comment Share on other sites More sharing options...
Kordanor Posted May 20, 2014 Author Share Posted May 20, 2014 If you happen to find an alien assault plasma first, which doesn't have any influence on Plasma weapons and 2 of the other plasma weapons you just locked plasma weapons and are only 80 or 160 research points away from MAG weapons instead of plasma. So I guess it's very well possible. In that case it wouldn't make too much sense to put all the research into plasma if you can just take MAG Weapons instead as Plasma does not unlock anything which won't get outdated by MAG anyways. Quote Link to comment Share on other sites More sharing options...
Sonkkorh Posted May 26, 2014 Share Posted May 26, 2014 Hello all! I play in v.21. Can you tell me how to research MAG Weapons? I already research next aliens plasma weapons: pistol rifle heavy battle rifle precision canon assault But MAG isn't available for research. May be I need research some kind of reactor or somthing else? Quote Link to comment Share on other sites More sharing options...
kabill Posted May 26, 2014 Share Posted May 26, 2014 It's broken in v21 and doesn't unlock. There's a fix in this thread: http://www.goldhawkinteractive.com/forums/showthread.php/9763-MAG-Weapons Quote Link to comment Share on other sites More sharing options...
Sonkkorh Posted May 26, 2014 Share Posted May 26, 2014 Thanks a lot!!! Quote Link to comment Share on other sites More sharing options...
KevinHann Posted May 26, 2014 Share Posted May 26, 2014 Is it broken as in the weapons are not functioning and were deliberately ousted, or just the tech tree was broken with a specific required item never becoming available? I won't break anything by adding the xml code? Quote Link to comment Share on other sites More sharing options...
kabill Posted May 26, 2014 Share Posted May 26, 2014 Research wasn't unlocking. The weapons are still in the game. Quote Link to comment Share on other sites More sharing options...
KevinHann Posted May 26, 2014 Share Posted May 26, 2014 Oh my gosh and all this time I have been playing thinking MAG weapons are not okay to be used and exclusive for later versions Quote Link to comment Share on other sites More sharing options...
Kordanor Posted June 25, 2014 Author Share Posted June 25, 2014 Recently I came across the technology "AlienHyperdrive" which takes 240 points to research and drops off the first carrier you encounter. But I am wondering what it's for. I did not get any immediate benefit - and there is no technology which seems to require this one. Does anyone know if there is a point in this technology or if it's just a dead file? Quote Link to comment Share on other sites More sharing options...
Beltorn Posted June 29, 2014 Share Posted June 29, 2014 That's for Endgame Quote Link to comment Share on other sites More sharing options...
Kordanor Posted June 29, 2014 Author Share Posted June 29, 2014 While that would make sense it's not the case. The only requirement for endgame is: <Cell ss:StyleID="s74"><Data ss:Type="String">Researches.PraetorInterrogation</Data></Cell> Quote Link to comment Share on other sites More sharing options...
Todd Posted July 9, 2014 Share Posted July 9, 2014 what is the number in the upper right corner of the box? Quote Link to comment Share on other sites More sharing options...
Kordanor Posted July 9, 2014 Author Share Posted July 9, 2014 This number respresents the amount of science points needed to research it. You never see these numbers in the game. But if you see one research with 120 points and another one with 240 points you can tell that it's taking twice as long. Quote Link to comment Share on other sites More sharing options...
steave Posted July 9, 2014 Share Posted July 9, 2014 Thanks for the chart, very useful. Today I came across one I can't find in it though, alien fusion reactors (not regular reactors, those I researched long ago). Am I just being blind or is it missing? Anyone know what it does? Quote Link to comment Share on other sites More sharing options...
Gam Posted July 19, 2014 Share Posted July 19, 2014 Very useful thanks Quote Link to comment Share on other sites More sharing options...
BULIGO Posted July 31, 2014 Share Posted July 31, 2014 Thanks alot for the chart!! I've seen other techtrees for Xeno, but none were clearly displayed like your one. Your 'triggers' are awesome. Minor glitch: today, on 1.st August 14' I can still see the Laser Rifle in the position which PLASMA rifle should occupy in the tree. No big deal, I know what I am after Quote Link to comment Share on other sites More sharing options...
Kordanor Posted July 31, 2014 Author Share Posted July 31, 2014 Thanks alot for the chart!! I've seen other techtrees for Xeno, but none were clearly displayed like your one. Your 'triggers' are awesome. Minor glitch: today, on 1.st August 14' I can still see the Laser Rifle in the position which PLASMA rifle should occupy in the tree. No big deal, I know what I am after Haha, nice find! ^^ Fixed, thanks! Quote Link to comment Share on other sites More sharing options...
steave Posted August 1, 2014 Share Posted August 1, 2014 Haha, nice find! ^^Fixed, thanks! This one might be harder due to lack of space, but alien fusion reactors leading to fusion explosives still seem to be missing too Still awesome work though! Quote Link to comment Share on other sites More sharing options...
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