That sounds a bit promising, but I haven't played the beta yet, nor how I read anything about a tech editor. I'm not sure how creative you'd be able to get with it, however, as far as unique modules like the spore module or my suggested Raider and Stealth modules, or abilities that go beyond the general framework of the game.We haven't seen the TA expansion's tech tree editor yet. I think it's likely that it will allow re-naming, re-arranging and changing the stats for features already in the game, but not adding brand new features like cloaking, starbases that move, etc.Here's something that doesn't get mentioned often enough (IMO):While it's cool to think up additions to the game, many of these things might require brand new AI coding. Your AI opponents have to know how to use it effectively, or defend against it. Without that, a fun new feature just becomes a player exploit. It's not as easy as just adding the feature itself. For example, consider the new Terror Stars in the TA expansion. The devs didn't just add that new hardware to the game -- they also had to make sure the AI knows at what point in the game it makes sense to start building a TS, how to deploy and defend TS's, and how to prioritize attacking an enemy TS when it appears on their horizon. That would apply to LOTS of cool player ideas for new things added to the game, like cloaked ships. There has to be AI coding along with every major new feature like this, that isn't already in the game.I think that's why the new TA tech editor will probably be limited to re-arranging and changing the stats of what we'll be getting in the stock TA tech trees. The AI knows how to cope with that, and will (hopefully) be able to cope with whatever we can come up with in the editor for custom race tech trees.
You think it's likely? It's certain! You tell me, how would it be possible to allow us to have an editor to actually create new game mechanics... short of just opening up the .exe for us to make the game however we wish? It's not freeware, guys.
Super Abilities were an effort by the devs to distinguish between the races--in TA, we have that with the unique tech trees.
The reason why the devs (probably) don't want to add all of these suggested Super Abilities is simple... it's hard! Adding a tech is easy... say that I wanted a new Economics tech to come after Hyperwarp... HyperEconomy (+300% economy on that planet)! "Your Economy on Hyperwarp!" +50 economics, adds new wonder... HYPERREACTOR!
Well, that would be easy enough. Plug in the name, the prerequisite, the ability points it adds, and the buildings it unlocks. And the description.
But a Super Ability? That means inventing new code, fixing hundreds of bugs, balancing the game, and, again... INVENTING NEW CODE!