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Thread: qns: any1 figured out how to mod the technological tree yet?

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  1. #1
    Foederatus
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    Default qns: any1 figured out how to mod the technological tree yet?

    as per title, I am interested in redoing the Tech tree. Has anyone looked into it yet or figured out which files have to be changed?

    Thanks in advance

  2. #2
    priam11's Avatar Campidoctor
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    Default Re: qns: any1 figured out how to mod the technological tree yet?

    I am actually very curious as well. I may be the only one, but it seems that the tech tree is too small. I have got everthing with more than 40 turns left in a campaign. Part of that was I was stealing everyone else's.
    Last edited by priam11; March 20, 2009 at 03:46 PM.

  3. #3

    Default Re: qns: any1 figured out how to mod the technological tree yet?

    I did play with them, i think all needed files arent open yet.
    This in top of my list also.

  4. #4
    l33tl4m3r's Avatar A Frakkin' Toaster
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    Default Re: qns: any1 figured out how to mod the technological tree yet?

    I'm on this bandwagon as well.
    [House of Caesars|Under the Patronage of Carl von Döbeln]

  5. #5

    Default Re: qns: any1 figured out how to mod the technological tree yet?

    I'd be happy just to make them longer to research, somewhere around 50% for some of the early ones and maybe double or triple the time for some of the later techs. This is especially true considering the Gentlemen considerably speed up research.

  6. #6
    alpaca's Avatar Harbinger of saliva
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    Default Re: qns: any1 figured out how to mod the technological tree yet?

    The technologies, technology_effects_junction and building_level_required_technology_junctions tables are probably what you're looking for. I didn't try adding new techs or anything yet. The tech tree mechanism is basically realized by making buildings require techs and, in turn, more advanced techs require buildings. Not a very good system imo

    All three files can be edited in PFM

    No thing is everything. Every thing is nothing.

  7. #7

    Default Re: qns: any1 figured out how to mod the technological tree yet?

    you can already do that fairly easily. get the pack file manager and look in the technologies table

  8. #8

    Default Re: qns: any1 figured out how to mod the technological tree yet?

    What if you just added more techs to a certain building? That way we wouldn't have to add buildings or anything.

  9. #9
    Miles
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    Default Re: qns: any1 figured out how to mod the technological tree yet?

    That should be possible but I don't think someone has found yet how to manage icons in the research tree.

  10. #10
    alpaca's Avatar Harbinger of saliva
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    Default Re: qns: any1 figured out how to mod the technological tree yet?

    Quote Originally Posted by MrThib View Post
    That should be possible but I don't think someone has found yet how to manage icons in the research tree.
    I did: Primary order is determined by the building level (bad design again), secondary order is set in the db as shown here: http://www.twcenter.net/forums/attac...3&d=1237038114

    No thing is everything. Every thing is nothing.

  11. #11
    Miles
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    Default Re: qns: any1 figured out how to mod the technological tree yet?

    Wow nice work dude!

  12. #12
    Foederatus
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    Default Re: qns: any1 figured out how to mod the technological tree yet?

    so there is no way to to create a choice option?

    I was thinking of creating a tech tree that creates a focus that a nation can chose and adopt a certain focus they want their armies but giving up the others.
    For example:
    Infantry Melee Focus
    Infantry Ranged Focus
    Calvary Focus

    once a nation picks one of the focus, the other 2 will be barred from them.

    I am pretty sure you can specify the tech tree each nation gets so if the above is not possible, i could probably just create the 3 basic tech trees than give it to the nations that most likely adopted them but I rather each player had a choice on how they wanna develop their nation's tech.

  13. #13

    Default Re: qns: any1 figured out how to mod the technological tree yet?

    Im not to sure about those but i did discover how to make all buildings just require one technology researched that being for me the first one in military list some shot. That then makes all the buildings taht require all those stuff just to require that so it makes it much simpler

  14. #14
    alpaca's Avatar Harbinger of saliva
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    Default Re: qns: any1 figured out how to mod the technological tree yet?

    I didn't fiddle around with the tech tree much (yet) so I don't know if a choice tree is possible but in theory you should be able to set up two buildings that require the same tech. How the game would display this if it works, however, remains a mystery

    No thing is everything. Every thing is nothing.

  15. #15

    Default Re: qns: any1 figured out how to mod the technological tree yet?

    I opened and gave a look at technologies, technology_effects_junction and building_level_required_technology_junctions table, but couldn't find anything useful to edit the turns required for a research.

    The only thing I found are "research points", but I never saw anything like it while playing the campaign...I tried to edit, but they have no relation with the research turns...


  16. #16
    Foederatus
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    Default Re: qns: any1 figured out how to mod the technological tree yet?

    ok, figured out where the techs are linked to factions, its the "technology_factions_junctions" file

    what can i use to edit it? i used notepad, i just want to add marathas to "m i l i t a r y _ a r m y _ e u r o p e a n _ d o c t r i n e  o t t o m a n s"

    any1 know?

  17. #17
    Ketzerfreund's Avatar Domesticus
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    Default Re: qns: any1 figured out how to mod the technological tree yet?

    Quote Originally Posted by Spartan 666
    The only thing I found are "research points", but I never saw anything like it while playing the campaign...I tried to edit, but they have no relation with the research turns...
    Yes, they do. You see, the turns required for a tech research are determined by how many research points your empire and the respective school + it's gentlemen produce.
    That does mean, however, that a great variation of produced research points may result in the same number of turns.

    Example:

    You have a tech that needs 100 research points.
    If you produce 49 research points, it takes 3 turns.
    If you produce 50 research points, it takes 2 turns.
    If you produce 99 research points, it also takes two turns. The overhead research points are void after completion, making the next tech research begin at 0 again.

    [Edit:] Also, ..\db\technologies_tables\technologies is contained in patch.pack, so take that one as a basis for your changes, not the one from main.pack!
    Last edited by Ketzerfreund; March 23, 2009 at 08:14 PM.
    "Oh, to be truly happy! To be an imbecile." - Wobbly Headed Bob

  18. #18

    Default Re: qns: any1 figured out how to mod the technological tree yet?

    If you'd take a look at the tutorial thread, you'd see that I have a tutorial about modding the tech tree.

    http://www.twcenter.net/forums/showthread.php?t=240882

  19. #19

    Default Re: qns: any1 figured out how to mod the technological tree yet?

    Quote Originally Posted by Ketzerfreund View Post
    Yes, they do. You see, the turns required for a tech research are determined by how many research points your empire and the respective school + it's gentlemen produce.
    That does mean, however, that a great variation of produced research points may result in the same number of turns.

    Example:

    You have a tech that needs 100 research points.
    If you produce 49 research points, it takes 3 turns.
    If you produce 50 research points, it takes 2 turns.
    If you produce 99 research points, it also takes two turns. The overhead research points are void after completion, making the next tech research begin at 0 again.

    [Edit:] Also, ..\db\technologies_tables\technologies is contained in patch.pack, so take that one as a basis for your changes, not the one from main.pack!
    Yes, I managed to realize it after having posted that...thank you anyway!!


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