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
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
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.
I did play with them, i think all needed files arent open yet.
This in top of my list also.
I'm on this bandwagon as well.
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.
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
you can already do that fairly easily. get the pack file manager and look in the technologies table
What if you just added more techs to a certain building? That way we wouldn't have to add buildings or anything.
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
Wow nice work dude!
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.
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
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![]()
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...
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?
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.Originally Posted by Spartan 666
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
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