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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Dynamic tech requirements

ekolis's picture
Submitted by ekolis on Fri, 2007-05-18 14:23. SE:V MODs
Here's an idea for all you modders out there... Remove all racial tech traits and racial theoretical techs and make the racial applied techs directly researchable. Now, modify the racial tech components/facilities so that they are *no longer buildable* if you research too far into an "opposing" or "non-aligned" racial tech! For instance, if you wanted to let everyone get up to 15 "non-aligned" racial tech levels without losing anything, you would make organic armor require the following: Get_Empire_Tech_Level("Organic Technology") >= [%Level%] and Get_Empire_Tech_Level("Organic Technology") >= [%Level%] + Get_Empire_Tech_Level("Crystalline Technology") + Get_Empire_Tech_Level("Crystalline Weapons") + ... all the other racial techs except Organic techs ... - 15 Then for instance if you have researched 15 levels of various non-organic techs (crystalline, temporal, etc.) and you decide to research another one, you lose one level of your organic stuff! (You wouldn't be able to build it but you could continue using anything already constructed.) I wonder though if you could analyze your ships for free techs... :-/
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