Trying to mod techs.
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- Warrant Officer
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Trying to mod techs.
Hi SR'ers I'm trying to mod some effects of the techs, to help give meaning to researching some of the currently useless techs. When i edit the techs in my file according to the wiki, i don't see the effects show up when i mouse-over the techs in the game. I tried re-creating the cache already.
For example, i set polio vaccine to give +50 health care (just for testing) and it still shows up ingame as 2%. Does the text not update correctly? I checked the localization file and i didn't see anything that would correspond to it, so i assume its getting it straight from the edited file.
For example, i set polio vaccine to give +50 health care (just for testing) and it still shows up ingame as 2%. Does the text not update correctly? I checked the localization file and i didn't see anything that would correspond to it, so i assume its getting it straight from the edited file.
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Re: Trying to mod techs.
Either you're modding the wrong number or you're caching wrong. Tech effects work fine for modding.makotech222 wrote:Hi SR'ers I'm trying to mod some effects of the techs, to help give meaning to researching some of the currently useless techs. When i edit the techs in my file according to the wiki, i don't see the effects show up when i mouse-over the techs in the game. I tried re-creating the cache already.
For example, i set polio vaccine to give +50 health care (just for testing) and it still shows up ingame as 2%. Does the text not update correctly? I checked the localization file and i didn't see anything that would correspond to it, so i assume its getting it straight from the edited file.
Si vis pacem, para bellum
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Re: Trying to mod techs.
I'm modding according to the wiki. I looked at the scenario file and made sure its loading the default TTLX file. Can't figure out which step i went wrong. So can you confirm that the game does indeed update the research info to display the new effects of the tech?
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Re: Trying to mod techs.
Unequivocally. It works fine.makotech222 wrote:I'm modding according to the wiki. I looked at the scenario file and made sure its loading the default TTLX file. Can't figure out which step i went wrong. So can you confirm that the game does indeed update the research info to display the new effects of the tech?
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my Supreme Ruler mods Site - May it rest in peace
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Re: Trying to mod techs.
Ah, i fixed it. Realized that i renamed my default.ttlx to default.ttlx.ttlx, because windows hid the extension. Works fine now, thanks for help
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Re: Trying to mod techs.
Fistalis, do you happen to be familiar with the format for the buildings? I'm trying to compare the number of people employed in each of the buildings, along with some other factors.
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Re: Trying to mod techs.
yes. I'm familar with 99% of the filesmakotech222 wrote:Fistalis, do you happen to be familiar with the format for the buildings? I'm trying to compare the number of people employed in each of the buildings, along with some other factors.
AFAIK The only employment of buildings we can modify would be military personnel used by military structures.
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Re: Trying to mod techs.
Damn. Also was wondering if i could edit the output of the antimatter and dark matter buildings to be better than fusion plants. Happen to know what the columns are named?
Also: for the tech modifiers, does efficiency improve factory output AND reduce production cost?
Also: for the tech modifiers, does efficiency improve factory output AND reduce production cost?
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Re: Trying to mod techs.
Bottom of the UNIT file there is a section marked && rawprod Find the Unit ID # for fusion and edit it accordingly. (note small increments do alot here)makotech222 wrote:Damn. Also was wondering if i could edit the output of the antimatter and dark matter buildings to be better than fusion plants. Happen to know what the columns are named?
I think it reduces costs for production since there is a separate Code to change output. Honestly haven't tested it enough to say with certainty though.makotech222 wrote: Also: for the tech modifiers, does efficiency improve factory output AND reduce production cost?
You probably have found this on the wiki before but heres the list: http://www.supremewiki.com/index.php/Mod_CW_Tech_Tree
Generally speaking you won't have 2 effects that do the same thing.
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Re: Trying to mod techs.
Yup thats the one im using and thanks for the tips
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Re: Trying to mod techs.
Can anyone post the codes of tech effects? The supremewiki is gone!
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Re: Trying to mod techs.
Here you go (each line represents a column) :
Tech ID;
Tech Category [1-6];
Tech level of project;
Picture for tech (unused);
First Prerequisite technology ID;
Second Prerequisite technology ID;
effect 1;
effect 2;
effectparm 1 - magnitude of effect (fractional);
effectparm 2 - magnitude of effect;
time to research;
cost to research;
public support;
world support;
minister interest;
tradeable;
no research (not default set);
unit prereq;
tech prereq;
facility prereq;
is an Era Tech;
tech's name (comment)
Tech ID;
Tech Category [1-6];
Tech level of project;
Picture for tech (unused);
First Prerequisite technology ID;
Second Prerequisite technology ID;
effect 1;
effect 2;
effectparm 1 - magnitude of effect (fractional);
effectparm 2 - magnitude of effect;
time to research;
cost to research;
public support;
world support;
minister interest;
tradeable;
no research (not default set);
unit prereq;
tech prereq;
facility prereq;
is an Era Tech;
tech's name (comment)
"If everyone is thinking alike, someone isn't thinking."
- General George Patton Jr
- General George Patton Jr
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Re: Trying to mod techs.
Thank you but I asked for the list of effects. This code I know by heart!
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Re: Trying to mod techs.
My bad. I misunderstood you...georgios wrote:Thank you but I asked for the list of effects. This code I know by heart!
"If everyone is thinking alike, someone isn't thinking."
- General George Patton Jr
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Re: Trying to mod techs.
Doesn't matter ~ I wait for your post!