Modding Techs Question
Have we figured out exactly how to make multiple prereqs for a tech an "and" condition rather than an "or"?
Have we figured out exactly how to make multiple prereqs for a tech an "and" condition rather than an "or"?
As far as I can tell, it's already setup to be "and" in techs. I have a couple techs in the Doctor Who mod that require a couple different other techs (in a different tree), and it works fine. You need to have both before being able to research it.
EDIT: However, it is easy to assume this is not the case. The tech will still show up in the "possible" list of techs to get unlocked. After some testing a while back, it does in fact want both techs before showing up. Sometimes it will show a little sillhouette of a lock in the description.
Ok, if that's the case then why does it work when a tech lists as prereq, "Magic_Equipment_Amarian" and "Magic_Equipment_Trogs"? You can't have both?!?!
Can you give the example in code (use quote)?
Maybe techs only work with multiple prereq techs if the prereq techs are available from inside the techtree type assigned to the faction.
<DisplayName>Metal Refining</DisplayName>
<Description>With this tech, we can extract ore from our mines even more efficiently, thus increasing our metal production, thus increasing our production capacity.</Description>
<Image>Kingdom_Mine1.png</Image>
<Color>60,138,25</Color>
<HotColor>146,255,49</HotColor>
<Rarity>75</Rarity>
<Category>Civics_Cybermen</Category>
<Infinite>0</Infinite>
<AppearanceChance>100</AppearanceChance>
<GameModifier>
<ModType>Player</ModType>
<Attribute>AbilityBonus</Attribute>
<StrVal>A_Metal</StrVal>
<Value>25</Value>
</GameModifier>
<AIData AIPersonality="AI_General">
<AIResearchPriority>80</AIResearchPriority>
<AITradeToGetValue>75</AITradeToGetValue>
<AITradeOutValue>90</AITradeOutValue>
<AIAtWarMultiplier>2.0</AIAtWarMultiplier>
<AIEarlyBuildUpMultiplier>2.0</AIEarlyBuildUpMultiplier>
</AIData>
<Prereq>
<Type>Tech</Type>
<Attribute>Metal_Harvesting_Cybermen</Attribute>
<Value>0</Value>
</Prereq>
<Prereq>
<Type>Tech</Type>
<Attribute>Shard_Harvesting_Cybermen</Attribute>
<Value>0</Value>
</Prereq>
</TechDef>
^^ This.
Could be. That would explain it.
HF, I'm trying to test Tech Tree stuff. Do you know of any way to give the player Tech points or Research points in game, as in a clickable potion or rune? It would speed testing if I could research techs faster!
I think there's a goodiehut in ACP that gives you a one-time bonus to spell research. Impinc should know.
<DisplayName>Spellpoint Nectar</DisplayName>
<Description>A revitalizing concoction of various fruit and nectars said to advance spell research.</Description>
<ShopValue>20</ShopValue>
<IconFile>gfx\items\CeramicJug12.png</IconFile>
<TintR>253</TintR>
<TintG>255</TintG>
<TintB>82</TintB>
<SFX>Potion1_1</SFX>
<SFX>Potion1_2</SFX>
<GameModifier>
<ModType>Resource</ModType>
<Attribute>Spellpoints</Attribute>
<Value>25.0</Value>
</GameModifier>
</GameItemType>
Unfortunately, I don't think you can do research points the same way. I wasnt able to get it working in a quest/goodiehut, but I haven't tried in an item.
EDIT: Also, you can try the below gamemodifier for research (just use the same above code with the gamemodifier subbed out, make sure to have a different internalname as well).
<GameModifier InternalName="MaxResearch">
<ModType>Unit</ModType>
<Attribute>ProduceResource</Attribute>
<StrVal>Research</StrVal>
<Value>50.0</Value>
</GameModifier>
I just noticed this as well. Are you referring to a tech referencing those two techs, or an item?
Specifically, a tech that has two techs as a prereq in an AND condition.
I meant where did you see that? I don't recall seeing a tech with the prereqs like you showed in the above quote.
EDIT: And in a post above, I showed that you CAN do that as long as the techs are in the same techtree.
So..., did you get your tech done the way you wanted?
Also, I tried the Unit, produceresearch tags, and they didn't work. I think the only way to do it is to make an ability for your sov that generates research per turn.
Yes, I got my techs working with dual prereqs though I'm still testing it. I originally had two prereqs but it seemed to stop working. I realize now, it was a bug in my XML that broke it.
In order to speed research, I dumped a few Lost Libraries on my test map and overloaded the Claimed Lost Lib to produce 50 research instead of 5. That speeds up research enough to test the tech tree progression.
I'm getting very frustrated that there is no way to use calculate on attributes for armor or weapons. Calculate only works on spells. What I really want to do is have armor and weapons whose power increases based on the number of claimed shards you have of that type. In other words a robe that has +5 defense per Earth Shard or a sword that does +4 damage per Air Shard. Right now, only ranged weapons can be made to benefit from shards because ranged attacks are treated like spells. You would think it would be a no-brainer that someone would want to create a sword that does cool effects or can scale its damage. %^#$%^& lack of foresight or forethought on the part of the devs if you ask me.
Don't blame it on the Devs it's the Design managers job to make sure that sort of thing is in. The Devs will for the most part just put in what the design doc says should go in. Occasionally you will get a Dev who will put a bit more in as they think it will be usefull later, but that depends on how much of a work load they have at the time.
Slightly more on topic, I tend to modify the elemental defs file to give sovs a huge research boost if I want quick tech tree progression.
My use of the term, "Devs" includes designers, programmers, artists etc. Everyone directly related with the creation of the game.
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