Make new technology replace old technology |

Is there a way to make new tecnology replace old technology so that the old stuff doesn't appear any more, for instance higher level engines replacing Ion engines.
Maybe an achieving this level "gets_rid_of: ion engines" statement?
Ion engines are also cheaper
Its set up the way it is because ion engines are usefull for the efficiency boost (they tend to use less supplies).
They are also cheaper. I continue to equip my colony ships with original Ion Engines in as low a version as I can get for cost savings. Why bother using expensive, high-tech equipment on a disposable scow anyway?
Re: Make new technology replace old technology
Just go like this
get_empire_tech...."example" Evilhamburger's EvilMod!
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Re: Make new technology replace old technology
double post
Re: Make new technology replace old technology
I think you can add a requirement field like this:
Ion Engine:
Number Of Requirements := 2
Requirements Evaluation Availability := AND
Requirements Evaluation Allows Placement := TRUE
Requirements Evaluation Allows Usage := TRUE
Requirement 1 Description := Empire must have at least tech level 1 in Ion Engines.
Requirement 1 Formula := Get_Empire_Tech_Level("Ion Engines") >= (1 + ([%Level%] - 1))
Requirement 2 Description := If you have Contra - Terre Engine, your Ion Engine became obsolete.
Requirement 2 Formula := Get_Empire_Tech_Level("Contra - Terrene Engines") = 0
Change the name of tech in "Get_Empire_Tech_Level" with the name of the next Engine Tech. With this modification when you discover more advanced engine tech, you older engine are no longer displayed.
PS: I don't have tested this, but it should work without problem.
Re: Make new technology replace old technology
done with engines, cleaned up loads of space in filter list, thanks 
Name := Contra - Terrene Engine
Description := Anti-Matter engine suitable for sub-light inter-system travel.
Picture Number := 12
Maximum Level := 10
Tonnage Space Taken Formula := 10
Tonnage Structure Formula := 10 + (([%Level%] - 1) * 10)
Cost Minerals Formula := 300
Cost Organics Formula := 0
Cost Radioactives Formula := 60
Supply Amount Used Formula := 4
Ordnance Amount Used Formula := 0
Can Be Placed On Vehicle Types := Ship, Base, Drone
Can Be Placed In Ship Sections := Inner Hull, Outer Hull
Component Type List := Technological
General Group := Engines
Custom Group := 0
Number Of Requirements := 2
Requirements Evaluation Availability := AND
Requirements Evaluation Allows Placement := TRUE
Requirements Evaluation Allows Usage := TRUE
Requirement 1 Description := Empire must have at least tech level 1 in Contra - Terrene Engines.
Requirement 1 Formula := Get_Empire_Tech_Level("Contra - Terrene Engines") >= (1 + ([%Level%] - 1))
Requirement 2 Description := If you have Jacketed - Photon Engines, your Contra - Terrene Engines become obsolete.
Requirement 2 Formula := Get_Empire_Tech_Level("Jacketed - Photon Engines") = 0
Number Of Abilities := 3
Ability 1 Type := Movement Bonus
Ability 1 Description := Generates [%Amount1%] bonus movement point.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 1
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Movement Standard
Ability 2 Description := Generates [%Amount1%] standard movement.
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 1
Ability 2 Amount 2 Formula := 0
Ability 3 Type := Supply Storage
Ability 3 Description := Can store [%Amount1%] units of supply.
Ability 3 Scope := Space Object
Ability 3 Range Formula := 0
Ability 3 Amount 1 Formula := 500 + ([%Level%] * 150)
Ability 3 Amount 2 Formula := 0
Weapon Type := None
Name := Jacketed - Photon Engine
Description := Harnessed light drive engine suitable for sub-light inter-system travel.
Picture Number := 13
Maximum Level := 10
Tonnage Space Taken Formula := 10
Tonnage Structure Formula := 10 + (([%Level%] - 1) * 10)
Cost Minerals Formula := 400
Cost Organics Formula := 0
Cost Radioactives Formula := 70
Supply Amount Used Formula := 4
Ordnance Amount Used Formula := 0
Can Be Placed On Vehicle Types := Ship, Base, Drone
Can Be Placed In Ship Sections := Inner Hull, Outer Hull
Component Type List := Technological
General Group := Engines
Custom Group := 0
Number Of Requirements := 2
Requirements Evaluation Availability := AND
Requirements Evaluation Allows Placement := TRUE
Requirements Evaluation Allows Usage := TRUE
Requirement 1 Description := Empire must have at least tech level 1 in Jacketed - Photon Engines.
Requirement 1 Formula := Get_Empire_Tech_Level("Jacketed - Photon Engines") >= (1 + ([%Level%] - 1))
Requirement 2 Description := If you have Quantum Engines, your Jacketed - Photon Engines become obsolete.
Requirement 2 Formula := Get_Empire_Tech_Level("Quantum Engines") = 0
Number Of Abilities := 3
Ability 1 Type := Movement Bonus
Ability 1 Description := Generates [%Amount1%] bonus movement points.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 2
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Movement Standard
Ability 2 Description := Generates [%Amount1%] standard movement.
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 1
Ability 2 Amount 2 Formula := 0
Ability 3 Type := Supply Storage
Ability 3 Description := Can store [%Amount1%] units of supply.
Ability 3 Scope := Space Object
Ability 3 Range Formula := 0
Ability 3 Amount 1 Formula := 500 + ([%Level%] * 150)
Ability 3 Amount 2 Formula := 0
Weapon Type := None
Name := Quantum Engine
Description := Quantum element engine suitable for sub-light inter-system travel.
Picture Number := 14
Maximum Level := 10
Tonnage Space Taken Formula := 10
Tonnage Structure Formula := 10 + (([%Level%] - 1) * 10)
Cost Minerals Formula := 500
Cost Organics Formula := 0
Cost Radioactives Formula := 80
Supply Amount Used Formula := 4
Ordnance Amount Used Formula := 0
Can Be Placed On Vehicle Types := Ship, Base, Drone
Can Be Placed In Ship Sections := Inner Hull, Outer Hull
Component Type List := Technological
General Group := Engines
Custom Group := 0
Number Of Requirements := 1
Requirements Evaluation Availability := AND
Requirements Evaluation Allows Placement := TRUE
Requirements Evaluation Allows Usage := TRUE
Requirement 1 Description := Empire must have at least tech level 1 in Quantum Engines.
Requirement 1 Formula := Get_Empire_Tech_Level("Quantum Engines") >= (1 + ([%Level%] - 1))
Number Of Abilities := 3
Ability 1 Type := Movement Bonus
Ability 1 Description := Generates [%Amount1%] bonus movement points.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 3
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Movement Standard
Ability 2 Description := Generates [%Amount1%] standard movement.
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 1
Ability 2 Amount 2 Formula := 0
Ability 3 Type := Supply Storage
Ability 3 Description := Can store [%Amount1%] units of supply.
Ability 3 Scope := Space Object
Ability 3 Range Formula := 0
Ability 3 Amount 1 Formula := 500 + ([%Level%] * 150)
Ability 3 Amount 2 Formula := 0
Weapon Type := None
Here you go, coppy if you want it (just quote me as author, please, though not mandatory)

Re: Make new technology replace old technology
Imho you should use code rather than quote.
Re: Make new technology replace old technology
sorry i am new to this




Ion Engines
You might be able to force something by adding a requirement for"higher tech level item" less than or equal to zero, but I doubt it.
Its set up the way it is because ion engines are usefull for the efficiency boost (they tend to use less supplies).
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