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

Removing Completed Technologies From List

Submitted by phalzyr on Fri, 2006-10-20 07:52. SE:V MODs

I don't know if others are like me and hate looking through a long list of uneeded tech to find the one you want to research next, but I found this useful. I only tested it a small amount but I was able to still make colony ships after my rock colony reached it max level.

It is very simple to do and I'm sure most of you could of thought of it, but for those who haven't here is an example using Cultural Studies. All you have to do is add a requirement that state tech is less than it's max level(as shown below) and it will no longer show on the tech list Smiling

Name := Cultural Studies
Group := Cultural Advancement
Description := The study of a society's culture and how to advance it.
Picture Number := 29
Maximum Level := 1
Level Cost := 5000
Start Level := 0
Can Be Removed := False
Unique or Racial Tech := False
Number of Requirements := 1
Requirements Evaluation Availability := AND
Requirements Evaluation Allows Placement := TRUE
Requirements Evaluation Allows Usage := TRUE
Requirement 1 Description := Empire must.
Requirement 1 Formula := Get_Empire_Tech_Level("Cultural Studies") < 1

‹ Research Calculations program? About your mod Captain Kwok ›
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Rilbur's picture

Um...

Submitted by Rilbur on Fri, 2006-10-20 22:58.

I don't think you're going to get very predictable results from that. You can try it, but I think you're going to end up with the technology vanishing once you hit max level... including its effects.

There are 10 types of people in the world:

Those that understand binary, and those that don't.

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Mod Designer

Nope

Submitted by Phoenix-D on Sat, 2006-10-21 00:44.

Actually I've tested it and it works quite nicely. Laughing out loud

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Rilbur's picture

Cool

Submitted by Rilbur on Sat, 2006-10-21 10:25.

OK, that is cool. Did you test it with the cultural achievement type techs too? (I. E. research this, get a bonus, as apposed to research this, get a component).

There are 10 types of people in the world:

Those that understand binary, and those that don't.

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Captain Kwok's picture
Mod Designer

Tech and Help Screen...

Submitted by Captain Kwok on Sun, 2006-10-22 00:09.

Will the current tech levels display on the help screen though?

-----

Space Empires Depot | Space Food Empires!

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Mod Designer

Haven't checked

Submitted by Phoenix-D on Sun, 2006-10-22 00:16.

I haven't checked on either of those. They *do* work for pre-requisties, though. Say you want the Ion Engines to go away at 5, and the CT engines to unlock at Ion 5. That works. The cultural achievements should work, since components do.

There IS no Help screen for technology so that isn't an issue. A bigger problem is you can't gift "invisible" techs since they don't show up on the gift screen at all.

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Mod Designer

the subject

Submitted by phalzyr on Mon, 2006-10-23 08:38.

Captain Kwok wrote:
Will the current tech levels display on the help screen though?

-----

Space Empires Depot | Space Food Empires!

Don't know I'll have to check. As far as not being on list effecting anything, I think it is only graphical. Like I said I can use components and such, you still HAVE the tech level just not shown on list Smiling I'll check out cultural achievements today when I get home and reply with answer tomorrow. I also look in help screen though since it is such an easy mod to do 1-2 techs (a bit of time to do them all). I'm sure captain kwok it wouldn't take you but ten minutes to get the answer yourself Eye-wink Wish I had internet at home sometimes...

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Mod Designer

checked and...

Submitted by phalzyr on Tue, 2006-10-24 07:43.

They still show up in help area and the achievments still show up there and in ability lists.

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