Required Tech question

Is it possible for a new technology to require the existence of two or more technologies?

I want, for example, Massive Hull building to require Industrial Sectors and Master Hull building be researched before you can start to research Massive Hull building.
5,342 views 6 replies
Reply #1 Top
It's *possible* yes, but the game won't handle it properly (it may allow the tech to be researched if you have only one of the two prerequisites) and the tech tree view isn't designed to handle it either.
Reply #2 Top
couldn't you make the prereq for master hull industrial sectors don't know if that would help tho
Reply #3 Top
Cool, that will save me some trouble. The whole concept was that you must not only have the technical understanding to design the ship, but also the appropriate industrial base to build it. I'd been working on individual tech branches to research each hull type. (I modded each hull to have different attributes) I wanted to tie each level of hull research to the preceding tier of research. I.E. You must research a level 3 tiny hull before you could research a level three small hull. I've got the hull branch setup so that you research an expensive "prototype" node on the tree, which then gives you access to researching the hulls themselves. I'll just have to throttle the matter through cost instead of interlocked tech requirements.
Reply #4 Top
nothing says you can't have each industry and hull techs inter mixed if that makes sense
Reply #5 Top
It may make sense but if either of the requisite techs enable you to research it, it defeats the purpose. Just finished the framework for my hull design tech tree though. Nine kinds of happy with it. This game is the easiest game to mod I have ever encountered.

Reply #6 Top
it is supposed to be


sorry if i stole your thunder kyro