I'm looking to heavily modify the Greenskins Tech Tree, since the trees are faction based and do not seem to have sub-faction capabilities. The plan is to shuffle the current tree down to 5 rows, then duplicate it for the Crooked Moon Goblins and have the second tree require the Crooked Moon Workshop. So the top tree would work for the Greenskins, and the bottom tree would work for the Goblins. However, when I try adding this in, both trees still require the Greenskin Workshop; even though I have modified both technologies and technology_required_building_levels_junctions to point to the Goblin building.
I'm thinking part of the issue may be with technology_category_modules. I'm not entirely sure how this table works. For example:
grn_mil.....12.....wh_main_bundle_dummy.....10
grn_mil......3.....wh_main_bundle_dummy......1
grn_mil......6.....wh_main_bundle_dummy......4
grn_mil......9.....wh_main_bundle_dummy......7
I'm not sure what the 2nd and 4th columns are for. The Stunties have two similar entries, but their numbers are smaller.
The other issue I have is once I add in the second tree and tie them to the Crooked Moon Workshop, the game crashes if I go into the Settlement screen. If I go into the Tech Tree, both trees are still pointing to the Greenskins Workshop, and both Tinker Crews are available to be researched, even though I have not build a Workshop. I have added entries to the following tables:
technology_node_sets
technology_category_modules
technologies
technology_nodes
start_pos_technologies
technology_node_links
technology_required_building_levels_junctions
unit_required_technology_junctions
effects
effect_bonus_value_ids_unit_sets
effect_bonus_value_basic_junction
technology_effects_junction
Anyone with advice who has messed with the Tech Trees would be highly appreciative.![]()




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