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Thread: Editing Starting Techs - 2nd Value?

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  1. #1
    Ducenarius
    Join Date
    Apr 2009
    Location
    Detroit - Northern Suburbs.
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    914

    Default Editing Starting Techs - 2nd Value?

    I'm looking to edit some starting techs and am a beginner. Just a quick question, much thanks in advance for a reply, but in the esf editor -

    When looking through the Faction Array -> Faction -> Faction Technology Manager folder you see three numbers when looking at a specific tech. The first is usual 2 or 4, or 0 if a faction gets that tech to start, then if the faction does get that tech to start there is a 2nd number value (Ex: of 60 for navy seasoning for britian and 37 for plug bayonet for Prussia), it is 0 when a nation does not possess the tech yet. . .

    . . .so my question, when enabling starting techs for factions, what is the purpose of this 2nd value and what is the range of values I should be using in it?
    The scribes on all the people shove
    And bawl allegiance to the state,
    But they who love the greater love
    Lay down their life; they do not hate

  2. #2

    Default Re: Editing Starting Techs - 2nd Value?

    Open patch.pack in pfm and look at technologies (it's under technologies_tables). There you see that it is research points. Lowest value in the table for research points is 37, highest is 627 (e.g. military_army_advanced_skirmishing).

  3. #3

    Default Re: Editing Starting Techs - 2nd Value?


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