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

Starting technology

Submitted by Tilarium on Sun, 2007-10-14 14:52. SE:V MODs

Anyone know how one goes about changing the techs that you and the AI start with at the begining of the game?

Kyle

‹ Is there a AI enhanced stock based mod available? MicroMod: Dvoongar's Doctrines ›
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Mod Designer

Re: Starting technology

Submitted by Fyron on Sun, 2007-10-14 17:14.

Alter the Start Level field for the tech in TechAreas.txt.


SpaceEmpires.net | Space Empires Wiki

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Re: Starting technology

Submitted by Tilarium on Sun, 2007-10-14 17:30.

Excellent, thanks! Guessing 1 is to start with it and 0 is to not start with it?

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Mod Designer

Re: Starting technology

Submitted by Fyron on Sun, 2007-10-14 17:44.

The value is the level you start with in that tech area.


SpaceEmpires.net | Space Empires Wiki

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Re: Starting technology

Submitted by Brad on Mon, 2007-10-15 01:08.

Note that the game doesn't check you have the prerequisites. If you set the start level of, say, organic weapons tech to 1, it won't check to see that you have the racial trait organics or the prerequisite tech level 2 of organic engineering, it will just give you level 1 of organic weapons. I haven't checked to see if it will let you research further into organic weapons.

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