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  1. #1

    Default How to add Starting technologies?

    Hello,

    Does anyone here know how to add Starting technologies? I am playing as the USA in the fourth RTI chapter and I would really like to give them more starting techs, but I don't know how to. Could someone please explain to me how to do this or point me to a tutorial that can teach me?

    Thanks,
    Pikemen
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  2. #2
    feanor68's Avatar Civis
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    Default Re: How to add Starting technologies?

    Quote Originally Posted by Pikemen View Post
    Hello,

    Does anyone here know how to add Starting technologies? I am playing as the USA in the fourth RTI chapter and I would really like to give them more starting techs, but I don't know how to. Could someone please explain to me how to do this or point me to a tutorial that can teach me?

    Thanks,
    Pikemen
    not sure if this helps, but there is a tutorial for adding brand new tech's, I'd guess it's similiar to adding existing tech's (which I think you want)

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

  3. #3

    Default Re: How to add Starting technologies?

    Ive seen that, Im looking for giving a faction more starting techs, not adding new techs into the game

    +rep

    Cheers,
    Pikemen
    "Aye Sir?" - Stronghold
    EVGA GTX 295
    i7 920
    6 GB DDR3 @1600
    HAF 932 Full Gaming Tower Case
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    I never beg for ReP... I just ask for it
    ----------------------------------

  4. #4
    feanor68's Avatar Civis
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    Default Re: How to add Starting technologies?

    thanks, but I knew I had seen something else on this in my travels with ESF editing, so I did a quick advanced search and found the link...

    http://www.twcenter.net/forums/showt...71#post5523071

    check out Post #42, should help at least get you started; also, user Goret seems to know a lot about what you're trying to do, so maybe PM him or check out his mod that opens up starting tech's for all minors -- good luck!

  5. #5

    Default Re: How to add Starting technologies?

    Or PM Lazy Knight, as he has also added/removed starting techs from factions in Imperial Splendour.
    Every day takes figuring out all over again how to live.

  6. #6
    feanor68's Avatar Civis
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    Default Re: How to add Starting technologies?

    I actually used that "tutorial" (in the second link/post I provided) myself today and it works great for anyone else trying to do this. It takes just a few minutes with ESF editor. Here's all you have to do...

    from Aeon221...

    If you want a tech enabled from the start, you go to the startpos.esf and expand until you hit Faction_Array, which you do by following this route:

    campaign_startpos, campaign_env, campaign_model, world, faction_array

    You then navigate to the faction you want to add beginning techs to -- I decided to add plug bayonets to Britain.

    So you'd go to Britain's faction_array, expand it, and then expand faction_tech_manager and tech. Plug Bayonets is the first tech option, so for this example select it.

    On the right you'll see this:


    Code:
    military_army_plug_bayonet 2 0 0
    as well as some other stuff.

    Change the 2 to a 0 and the first 0 to a 37 and the tech will be enabled.

    So this is what it should look like.


    Code:
    military_army_plug_bayonet 0 37 0
    Ignore the other stuff, it updates itself. Save and then load and you'll have that tech.

    That's all you have to do to enable it for that faction. If someone knows a way to do that for every faction at the same time, I'd be really grateful!

  7. #7

    Default Re: How to add Starting technologies?

    ok, the 37 is the number of research points required for "plug bayonett" if anybody wonders if that is a magic number. You find that number in the technologies tables.
    If you change it to 0, every faction will automatically have it researched, as they all have 0 points into it already.


  8. #8

    Default Re: How to add Starting technologies?

    I haven't noticed a difference between editing the research points or not. If I leave that column at zero, it seems like it still takes other factions the same amount of time to reach the development. Not sure if it has any long term effects though.

    In terms of modding, it's much faster to change one column to zero rather than lift all the db technology values and enter those as well.

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