My tech modding problem since official release

any one know a work around

during the beta i would give all races the spore module ability by simply adding <Tech>SporeWeapons</Tech> to all races default techs via RaceConfig.xml, now with the official release it doesn't work, i think its because the game checks if the default techs belong to the tech type group.

i hope i explained my problem well enough, anyone know of a work around? or if stardock will change this in a patch?
4,015 views 4 replies
Reply #1 Top
I think its because spore weapons require the Korath's Super Ability. You could change all races to have it, but then you would lose the other Super Abilities.
Reply #2 Top
i instead tested my theory by adding other techs to the list and still no luck, plus as i said it used to work during the beta's.
Reply #3 Top
I just thought of another thing, SporeWeapons could be in the Korath's tech tree file, in which case you'd need to copy it into the main TechTree.xml .
Reply #4 Top
i merged it into all races tech trees, its better because it needs to be researched as apposed to getting it on start up.