DisneyDestroyer

DisneyDestroyer

Joined Member # 2860415
22 Posts 100 Replies 232 Reputation

Yeaaahh, that's the same conclusion I eventually reached. Because there is such a huge jump in the number of techs between columns 1->2, 2->3, and 3->4, I'm not going to be able to order them as I wanted. C'est la vie!

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For ships, there are three sets of options: 1) The "default" ships. These are generally acknowledged to be the worst options. Don't rely on these - the AI doesn't! 2) The "computer designed" ships. New for TA and not available for DL/DA. If the AI were designing ships for itself, this is what it would build. You can decide the weight. 3) The "player designed" ships. See the shipyard - design your own ship from scratch. In a normal TA game, you get #1 and

7 Replies 5,728 Views

I'm getting a better understanding of what you're saying, but I'm not yet sure that I followed your example. I'll have to parse it more carefully, examining the actualy XML files, when I have some more time. Thanks again for your hard work to help try to explain.

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head... exploding... columns? volume? diagonally overwrite? It seems like there's a ton of background information about tech trees that I'm missing. Can you please try to dumb it down for me? Something along the lines of the following: We're talking about a set of techs that all have the same tech as a prerequisite. - If they're all single techs or groups (with nothing else below them), they're ordered according to the order they're first declared.

54 Replies 28,649 Views

Try this: http://img338.imageshack.us/my.php?image=researchtreeew1.jpg

54 Replies 28,649 Views

OK did it, here's an image of the top of the tech tree. I would prefer to have all the techs FIRST, then the next level of adaption. http://img338.imageshack.us/my.php?image=researchtreeew1.jpg

54 Replies 28,649 Views

I've gotta chime in here. I haven't seen this at all. I have played games with tiny, medium, and large universes. I've had a variety of tech speeds (very slow, slow, normal, and fast). I've played as, and against, a variety of opponents, usually at normal difficulty or the one immediately above that. I've won by tech, influence, and conquest. I have NEVER seen the tech rates change in a meaningful way after successful completion of one tech, especially not to the po

54 Replies 56,662 Views

It's true that you get more maximum beakers per tile, and more beakers per maintenance. Nonetheless, you still must pay for each beaker itself. Quick example with some impractically large numbers (just to illustrate): If you have 1,000,000 BC income, and you're giving 10% of your income to research, you can only get 100,000 beakers. This is true regardless of your research bonus. The research bonus allows you to max out at 100,000 beakers with fewer tiles and

27 Replies 30,702 Views

I'm trying to add a screencap, but I can't find the image after printscreen! ARGH.

54 Replies 28,649 Views

Thanks, actually Zyxpsilon told me (in PM) that his fix doesn't apply to TA, he's not sure if/how it would work. He was the one who suggested I ask for TA-specific clarification, hence post #33. :) Regarding two prerequisites - it has worked for me in DA. It only shows a single line, but you can't research the tech until you've researched both prerequisites. I'm not sure how TA would handle it, let alone the tools.

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I still can't figure out how to make it work for TA. First, I'm dealing with three TechTree files - the default one (techtree.xml), the default custom one (custom_techtree.xml), and the modified custom one (custom_techtree.xml in the MODS directory). I might be able to get rid of the third, but the problem is still the same - how do I order techs between multiple XML files? Second, I can't even make it work for techs which are all defined in a single XML file. <br/

54 Replies 28,649 Views

So if you wanted to swap the order of the entire TRADE and XENO-ENTERTAINMENT branches, you would need to make sure that all of the XENO-ENTERTAINMENT techs are in the XML file before the first TRADE tech? Sounds promising, I'll play around with this soon. Thanks!!!

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I suspect that your question comes from a misconception about the game. Most people would think that "Research +20%" means that if you pay for 100TP of research, you actually get 120. This would make sense. If this were the case, you could use the Research picks to get more research while spending less money and fewer planetary improvements on this. Unfortunately, this is wrong, wrong, wrong. "Research +20%" means that if your labs are otherwise capable of

27 Replies 30,702 Views

First four are equal (high) preference, last three are equal (medium) preference. 1) Cleaner beginning-of-the-round notification. I don't need a dozen separate pop-ups, just put it all in a single screen where I can select which items to display or not. 2) Improved espionage. I'd like to be able to select different types such as: * disable a planetary improvement * disable a ship * disable (or weaken) a starbase * gather info ONLY * steal techs ONLY *

274 Replies 736,575 Views

Strange, because I wasn't getting duplication of any techs, and only those few improvements. If it concatenates the two, why wouldn't I see wholesale doubling?

4 Replies 4,575 Views
Reply to Mod Wishlist in Modding

Zyxpsilon: What I propose definitely would need an AI setting to value the tech if you offer to trade it to them. But your scenario wouldn't happen. Regardless of how the Drengin got the tech from the Krynn - spy theft, invasion theft, purchase, trade - there is no way for Race B to get it from them. "untradeable" prevents purchase/trade, and "unstealable" prevents theft. Normally, Superior Espionage isn't in the Drengin tech tree, so if they get it from the Krynn it has defa

10 Replies 8,195 Views

OK, I think I figured it out - or rather, vaguely remembered a modding discussion for TA that I still don't recall the details. I moved the PlanetaryImprovements.XML out one level. What's the difference here? Do I need to do this with GC2Types or StarbaseModules? Thanks.

4 Replies 4,575 Views

Running TA v1.91 Here's what I've done so far: Copy the Thalan TechTree to Custom_TechTree.xml (only changed the name of the file in the default Twilight TechTrees directory) Copy the following files into the applicable MODS subdirectory TechTrees\Custom_TechTree.xml PlanetImprovements\PlanetImprovements.xml ShipComponents\GC2Types.xml StarbaseModules\StarbaseModules.xml CustomRaces\RaceConfig.xml</L

4 Replies 4,575 Views

What do you mean "i haven't found a way to make components exclusive"? Many races in TA have unique (aka exclusive) components. Simply make the component require a new tech, and give that tech only to the race you want. For example, let's say you design the "super spiffy influence" starbase module, which gives +200% influence within its sphere of effect: * Add that module in the StarbaseModules XML file, and set the Tech_Requirement to "SSI". * Add the SSI te

3 Replies 2,746 Views
Reply to Mod Wishlist in Modding

For #3, here's a thought (once you're ready to wade into the code): Step 1: Give the tech to all races Step 2: For all other races, make it require ImpossibleTech - so it doesn't show up on their TechTree Step 3: For all other races, make it untradeable & unstealable. Now they can't research it themselves, and if you give it to them they can't trade it to anybody else.

10 Replies 8,195 Views

Hello, let's say I have tech N and tech L, both of which have tech A as a required tech. It might show up in the Technology Tree as: A - N \ L How can I reverse the order so they show up as: A - L \ N I've eliminated the following possibilities: * Order within the race-specific Tech Tree XML file (I haven't tried changing the order in the default Tech Tree XML file, but

54 Replies 28,649 Views