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  1. #1

    Icon5 Creating New Technologies?

    How would one go about adding new techs to the available trees and, if possible, create a new faction-specific tree altogether?

  2. #2
    Pazu the Kitsune's Avatar Shopkeeper
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    Default Re: Creating New Technologies?

    Quote Originally Posted by Joccend View Post
    How would one go about adding new techs to the available trees and, if possible, create a new faction-specific tree altogether?
    BUMP

    Yes i have the same question....even just 1 helpful link would suffice for me....

    Also, is it possible to set it up so that researching 1 technology will negate the ability to research another? For example, if one were to create 2 technologies, one was 'Collective farming' and one was 'Private farm estates', then would a modder be able to set it up so that researching one would prevent the researching of another? It wouldnt make sense to have both as technologies

    Thanks

    -Pazu

    "If you can keep your head when all about you
    Are losing theirs and blaming it on you,"

    -First lines to the poem "If-" (by Rudyard Kipling)


  3. #3

    Default Re: Creating New Technologies?

    To add techs is possibly but a bit of work is needed there and you can only use stats for techs which are available in vanilla. For example: morale_bonus 5. You can change the number, thats all.
    You have to edit more then one tables in DB to get a reworked techtree.
    Donīt forget the building_level_requirement_technology_junctions and building_research_thread_junctions tables if you change the positon of techs in technologies table.

    Tip: The position number there means that:

    0 1 2 3 4
    5 6 7 8 9

  4. #4
    alhoon's Avatar Comes Rei Militaris
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    Default Re: Creating New Technologies?

    Is there any tutorial for this?
    alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
    "Angry Uncle Gordon" describes me well.
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