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

Racial Tech researchable modding... need some input.

Submitted by Lucifer Domine on Tue, 2008-07-08 17:47. SE:V MODs

I've tweaked Kwok's BM 1.14b so no tech is truly "racial" and can eventually be researched; however, my workaround is a bit clunky with a significant amount of formulas in the Requirements of tech areas to see if an empire has the racial trait first and, if they do not, checking to see they meet the required tech level.

Here's one of my clunk formula examples:

Requirement 1 Formula                           := IIF(Empire_Has_Racial_Trait("Deeply Religious"), Get_Empire_Tech_Level("Ethics") >= 2, Get_Empire_Tech_Level("Ethics") >= 5)

A bit cumbersome but I was having fun trying to see what all I could do... in the above example you can see those with the Deeply Religious trait get access to that Tech Area sooner than those without. I've done similar tweaking with other traits and actually have it where Organics Manipulation doesn't even have Biology show up at all and has all techs that would branch off it available immediately while those without the trait have to research through the levels.

The game runs fine and it works great (DESPITE the fact the SEV editor I just downloaded to help find formulas is telling me it's invalid for the Requirement area... Sticking out tongue ), but in some cases I used otherwise blank Tech Levels (like Psychology level 2) as requirements for eventually unlocking areas like Psychic Studies (along with about 3-4 other areas), so I was looking to add SOMETHING to that tech level so empires would see an "expected" research item when researching and decided to go with a form of "Cultural Achievement" where it would not really do anything but have a nice description talking about the potential "breakthrough" in the field and suggest another area to continue research to eventually achieve Psychic Studies...

Which made me think, if I did that, I could just have the breakthrough automatically awarded to those with the Racial trait while others had to research a specific tech level to unlock it... and it occurred to me I could possibly use "Unique Tech" areas for the "Achievements" (provided the "Empire - Grant Unique Discovery" ability works in Achievements...) but I am unsure if there's a limit on how many "unique tech" areas there can be...
Can I use a number higher than 6?
If so, is there a limit shy of 255?

I'd like to pick some range for a series of achievements (about 4-5 per racial tech) that would be unlikely to interfere with other mods that might add more unique techs, so any input would be appreciated...

‹ Sensor Types Ring/Sphere world as homeworld ›
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Mod Designer

Re: Racial Tech researchable modding... need some input.

Submitted by Fyron on Tue, 2008-07-08 21:23.

You should be able to use any reasonable integer value you want for Unique Area. Don't know what the actual max value would be, but its probably around 65535.


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