@ Lavo
Ok, have started trying to add diplomacy techs.
Thought I'd start simple, so looked at tec diplomacy tab and tried to add only cultural relations.
1. Now, looking at the entity manifest for SOGE core I see that this tag is already present.
2. With the latest SVN is seems you have added a diplacy tab (field) already.
3. So, now is should be a matter of adjusting the player enitiy file, with an addition research count, and the additionl research entity, and then actually adding this files to the game info folder?
I did this and the game crashes.
a. I need to known is there a way that I can see some type of logs as to why the game crashed.
b. In the actual research entiy files it talks about:
hudIcon "HUDICON_RESEARCHSUBJECT_CULTURAL_RELATIONS"
smallHudIcon "HUDICON_RESEARCHSUBJECT_CULTURAL_RELATIONS"
infoCardIcon ""
NameStringID "IDS_RESEARCHSUBJECT_CULTURAL_RELATIONS_NAME"
DescriptionStringID "IDS_RESEARCHSUBJECT_CULTURAL_RELATIONS_DESCRIPTION
Now,I am sure that if the game goes looking for this data, it has to actually be somewhere and I need to make sure that SOGE has this information. Where do I find/how do I update the relavent files for this?
Lastly, did I do something (or many things wrong) that you can see?
Edit:
Also, when I start adding the pact techs, does anything else need to be added for the relationship screen, as I noticed that in vanilla sins, there is all the information on the manage pact screen which are not tech related (but are tech dependent to open)
Also, what governs the ai's ability to choose techs? By adding diplomacy techs (when working) a human player will be able to use them but do I need to look into how the ai will use them?