Tech with more than one requirement?

Is this possible?

Is it possible for a tech to require more than one other tech? I tried modding one in, and it didn't show up, probably my error but just wanted to check on this. It would be a shame if this is not possible

Another question, has anyone put in more than one ability bonus? Ex. +20% Weapons AND +20% Defence?

Thanks
13,658 views 20 replies
Reply #2 Top
No.
Reply #3 Top
more than one ability bonus should be possible, since there are techs like "Star Federation" that give both influence and diplomacy bonuses.
Reply #4 Top
one requirement is hardcoded, I already asked for the option to use more required techs for more complex tech trees, no answer yet and the thread is somewhere on page x already, not even one answer, not even from someone who like the idea
Reply #5 Top
one requirement is hardcoded, I already asked for the option to use more required techs for more complex tech trees, no answer yet and the thread is somewhere on page x already, not even one answer, not even from someone who like the idea


Hey! I sure do like the idea - I even included it on my feedback mail to CariElf a while ago concerning the Modding Guide (though it ended up concerning the modding more than the Guide). At least one of the ideas from my mail did make the 1.2 beta 2 (in my subjective reality this, of course, happened because of my mail ).
Reply #6 Top
more than one ability bonus should be possible, since there are techs like "Star Federation" that give both influence and diplomacy bonuses.


yes you can rewrite techtree.xml. if you want to add a bonus you don't see an example of, use the ability names in raceconfig.xml

what bugs me is that the ability bonuses in the political party file are all numbered. i think the parties could be rebalanced a bit personally.
Reply #7 Top
I also wonder if more branches in the tree could be made successfully. For example, lets say I want to create a forked beam weapon tree which diverges at plasma 3 into two possible paths: more plasma or phasors. Is it possible? Something like that would create an avenue for a lot more diversity in the game environment in terms of what you or your opponents might equip themselves with or find themselves facing.
Reply #8 Top
Unless they changed it to ignore multiple requirements in v1.2, you can have more than one. I tested upto 4 requirements on a single tech. All you need for it to work is additional requirement tags, nothing special. The problem is that the tech tree display gets a little messed up and I have a screenshot showing it @ http://www.gc2builder.com/vtopic-90.html A large tech tree with many techs that have multiple requirements will get messy fast, but it works perfectly you would expect. Crossing categories with your multiple requirements makes the tech tree display even more messier and confusing.
I've tested and confirmed this with v1.0x, 1.2 beta 1, and 1.2 beta 2 (I highly doubt they took it out of 1.1 only to put it back in 1.2). Planetary Improvements, however, do not allow for multiple requirements.
Reply #9 Top
Whatever bonuses the tech says it gives, it really does give. The only thing that isn't right is the government type bonuses.

It says you're supposed to get a +75% bonus for mil.,soc., and res. in a Star Federation. The only thing I think that you get is a +75% bonus to economy since production doesn't increase, just the amount of tax revenue I receive.

Indirectly, some techs do require 2 techs to research, but those are merely the ones that you enable when you research Xeno Ethics and select your alignment.
Reply #10 Top
Can the branches converge?

In the previous example I gave there were two branches to the beam weapons tree. The tree branching off into either more plasma or phasors in that example. Can the two lines converge at some later point back into one, at the doom ray for example?
Reply #11 Top
Can the branches converge?

In the previous example I gave there were two branches to the beam weapons tree. The tree branching off into either more plasma or phasors in that example. Can the two lines converge at some later point back into one, at the doom ray for example?


I'm thinking you mean something like having an alternate requirement, in which case no. For it to work right now you'd need doom ray (following your example) to require researching both plasma AND phasors, but I don't think that is what you wanted.
Reply #12 Top
It says you're supposed to get a +75% bonus for mil.,soc., and res. in a Star Federation. The only thing I think that you get is a +75% bonus to economy since production doesn't increase, just the amount of tax revenue I receive


This is "working as intended" as far as i know. From what i've read, goverments were changed but they didn't update the text. I haven't checked if they fixed the display or not.
Reply #13 Top
are you sure it works syneris? because I tested it too, having a new tech basing on space militarization and xeno engineering. The new tech showd messy as on your screenshot, but as I inveted space militarization, I could already research the new tech, no xeno engineering needed. So I gave it up.
Reply #14 Top
@syneris: Thanks for the clarification. That makes perfect sense now that I think about it. I guess for the two-pronged beam tree, one would have to create two doom rays, one for each branch ending. Unless a different weapon was modded to fill one of the slots, in order to make two unique lines. Perhaps I could tap the elusive subspace annihilator for that role.

*sounds of gears turning*
Reply #15 Top
are you sure it works syneris? because I tested it too, having a new tech basing on space militarization and xeno engineering. The new tech showd messy as on your screenshot, but as I inveted space militarization, I could already research the new tech, no xeno engineering needed. So I gave it up.


With all my tests I needed to research all of the requirements before I could research the tech that had them. I'll do some more testing to make sure there is nothing weird going on.

@syneris: Thanks for the clarification. That makes perfect sense now that I think about it. I guess for the two-pronged beam tree, one would have to create two doom rays, one for each branch ending. Unless a different weapon was modded to fill one of the slots, in order to make two unique lines. Perhaps I could tap the elusive subspace annihilator for that role.


That would be the solution, but the duplicate techs wouldn't be linked (meaning you could research doom ray twice). You'd also need to duplicate the ship components to have one for each of the techs, and it would end up showing twice on the ship builder for each.
Reply #16 Top
Thanks for all the input. I really wish it was possible, it would open up much more modding possibility. I was thinking to write in some techs to make the tree more interesting, personally I don't like simple branched trees and generic names like "Warp Drive IV." But now, I am lost!

Thanks again, and Frogboy, consider changing this?
Reply #17 Top
Did some testing of a tech requiring space militarization and xeno engineering, and I did encounter some weirdness. Even after researching both techs, I couldn't research my new tech. Looks like it's time to do some thorough tests to find out what the restrictions might be. It also could just be a user error since I was in a rush to test it before work. Only trial and error will tell us the truth!
Reply #18 Top
@syneris: Ok so that makes the dual doomray option a no-go in my opinion, however, I do see a way a branched tech tree could be accomplished with relative ease. Each branch has to diverge and then go it's seperate way and end with its own unique tech. In my running example the subspace blaster and annihilator could be moved to one branch of the tree and modded to be the top tech while the doom ray's research costs could be modified to offset the change in the other branch. Let's say that at plasma III, one can decide to go with phasors or continue down the plasma route. The two weapon types can be differentiated by making plasma weigh more, do more damage, and cost more than same level phasors, or vice versa. For example, use "Plasma V" that is a size 7, sizemod 4, damage 4, and costs 70; or Phasors III which is size 5, sizemod 4, damage 3, cost 40. Depends on which path you go down. One ends in a doom ray, the other ends in a comparably modded subspace annihilator.

That's my idea, anyway. I'm going to try it right after I finish the current galaxy I'm playing.
Reply #19 Top
Ok, so I have played around with it and figured out techs can only have one requirement.

But there's another thing- the "special" improvements (Trade Goods, Galactic Achievements, Super Projects) can only modify one ability? Has anyone played around with this either?
Reply #20 Top
Sounds like a good idea to me.