Question: Do you have a solution yet for the branch path to separate the tech paths for the two EA factions?
No, sorry. What exactly do you need?
Abilities, tech, ships, and orbitals are so interconnected, making the necessary adaptations is taking longer than I anticipated. Mapping is done, but the details.... oh, the details....
Hehe, always the details.
How do I safely remove duplicate or no longer needed techs in the sync tool? I've dabbled, but have too much work invested at this point to take unnecessary risks.
There should be a delete button. That way it is marked for deletion. Upon accepting your commits and redistributing the ModTool to you and NewHorizons the entries marked for deletion will be removed.
Steadily working on updating EA tech and hit a solid wall with ticket 160. I can accommodate the values posted easily enough but and this is where I need your assistance, I'll assume all the new DLC planets require additional tech to use. That means some planet types will NOT be available to all races.
On a separate note I'd love to see volcanic changed to irradiated.
In the Research Subjects under Research(Bool/Float)Modifiers there is a field LinkedPlanetType. This contains a dropdown list with all available PlanetTypes. We either need to add modifiers to existing research subjects or create new ones for the new planetTypes.
I agree the DLC planets should all require research to include ocean. An all ocean world would have awesome storms requiring submersible settlements. Each race will have a variety of techs and not all races will have access to all planets. That will change the colonization and competition dynamic a bit which seems to me a good thing.
Sounds good. That way some planets would have no value to some races. Or we can make some planettype colonisation abilities Tier 8 techs.
As a side note, I'm currently very busy with my job and another job I have to finish in the next two weeks, so I cannot invest much time in the mod. But I am watching. IskatuMesk has sent me an awesome amount of textures to be used as animated particletextures, all of them weapon hit effects (upon a short look). If someone thinks he could incorporate the textures as animated particles into the mod, and can make a list which particles should be used for which weapons, that would be great.