how to enable certain techs?

hi

I would like to have certain techs at 2/2 or 1/1 when the game starts, what needs to be changed in the research entity files (just need to know what line is it, the bool/float?) to do it?
9,654 views 13 replies
Reply #1 Top
I maded a text based toturial for such questions, so please stop to littering the forum with this kinda threads.
Reply #2 Top
did I litter the forum?

if your referring to your document in the zip file on how to add new research, that doesnt solve my question at all since what im asking for is to enable specific research that already exist within the first second for multiple races and for the a.i (not just a workaround where I make everything cheap and easy to get, but I cannot be sure the a.i actually gets it).

also


onlyWorksIfTierLabsExist TRUE > Are labs needed for being researchable (the lab need is the same as the tier where you put the research
End of quote


it actually means

onlyWorksIfTierLabsExist TRUE > if an ability/upgrade/ship is from a tier x military research and one of the x miliary labs is destroyed, than the ability/upgrade is disabled and the player cannot create that type of ship anymore (can still use those ships).
onlyWorksIfTierLabsExist FALSE > doesnt matter if you lose all the labs, you still have that upgrade/ability and can continue making that type of ship.
Reply #3 Top
And having looked at the tutorial, it's not obvious what you have to do in order to make a tech fully researched when the game starts. I can see instructions for adding a new researchable tech, but not for doing what the OP wanted.

A nicer reply might also have been good.
Reply #4 Top
You're right. I was changed that, just forgot to upload for rapid, because the tutorials are going to be available on a Wiki.
To makes a research available on the lower levels, you need to change the TIER number
Reply #5 Top
as I said in the previous reply; I know how to make it easier to get them, but cannot guarantee the a.i will get them instantly and when I said instantly enabled I meant instantly researched as in 1/1 or 2/2 straight away, not something that still needs to be researched.

the purpose of this is to make sure I can run tests of specific fleet vs fleet compositions which are present at the start of the maps I create, while letting the enemy a.i fleet have certain upgrades/abilites enabled.


Reply #6 Top
Oh... sorry. I don't ever want to change everything available at the start.
You need ONLY to change this:
levelSourceType "ResearchWithoutBase"


To this:
levelSourceType "FixedLevel0"
Reply #7 Top
I'm not aware of a way to 'give' a research to an AI from the start. It would be possible to make it tier 0 and have it cost no resources, and no time to build, then the AI would get it pretty quick. I think there is a priority number in the research's .entity file too, that may have an impact on the speed at which the AI will get it.

However, what you speak of, enabling a research from the get go, might no be doable with the tools at the moment. Might I ask way you don't just change the value the research would have an effect on? For example, if it unlocks an ability for a ship, open that ship's .entity file and give it the ability to begin with.
Reply #8 Top
That you can find in the unit ability... to makes ships available at the start, without research, you need to delete the reseach Prerequisites from the ship entity file.
Reply #9 Top
well that was the other option, but I wanted to also get hp/armour/shield/damage upgrades and Im not sure if the a.i would really get all of them within the first part of the game (first minute is vital), even if I make it close to 0 cost and time.
Reply #10 Top
Huh, makes my whole reply a little obsolete, eh Skyline? ;)

Edit: Try my second option then. Just upgrade the ships in the .entity files, would that help?
Reply #11 Top
I guess manually doing stuff is an option :)(adding x% hp to the ships stats), just thought there would be one line per research file that makes it that research starts off fully upgraded.
Reply #12 Top
I maded a text based toturial for such questions, so please stop to littering the forum with this kinda threads.
End of quote


So, your holding yourself up as the only source of information on modding are you Skyline?






Reply #13 Top
He misunderstood, and later apologised.
Oh... sorry.
End of quote


Now it is you who are littering, so to speak. If you don't have anything to contribute to this thread, then don't post. It seems we've come to a dead end on this topic anyway, at least until the final tools are released.