Building Demo

After reading a few posts on the forum, I felt like seeing If its possible to replace entire sections of Tech tree, with buildings. Good news is, I made a Metal smith building, that evolves from level 1>2, Light metal>Heavy Metal. Bad news is that it does it by being bound to city level ups. From my experimenting, it seems that an improvement will only level up, if either new research happens, or a city level up. Can't even seem to tie it to population or turns existed.

 

It would be nice if Stardock could give us some better access, IE access the turns something has existed, or something. I'll probably upload the code later, Im going to try experimenting with a few more possible ideas.

 

For those wondering, now, The code to unlock tech is

Code: xml
  1. <GameModifier>
  2. <ModType>Player</ModType>
  3. <Attribute>UnlockTech</Attribute>
  4. <StrVal>Advanced_Armor_Amarian</StrVal>
  5. </GameModifier>

 

Ideally, this could lead to not requiring research for some things, Ie weapon/armor trees, instead the items are unlocked as "smiths become better skilled"

4,620 views 5 replies
Reply #1 Top

This has been frequently requested in the past, a better way to influence when buildings upgrade. Right now, it only happens if you level up a city, or if you unlock a tech that in turn unlocks an improvement. Cities also have a set of unique tags to upgrade when a certain amount of population has been reached, you could try using those for upgrading (but I doubt it will work).

Reply #2 Top

I'm poking around with the Beacon of hope now.  I'll insert your code and see what happens.  Give me a few minutes...

Reply #3 Top

OK, just tried it exactly how you wrote it.  Once the Beacon of Hope was finished, the tech appeared in my Completed Techs window, the research techs available down the line appeared on the Warfare track, and plate armor appeared in the shop.  There was no popup notification about this, however, so under the current situation, it happens invisibly.

As for removing the techs from the tech tree, but still having them appear, that's an experiment for another time.  Anyone?  Bueller...

This gives me an idea for building on Shards automatically giving you the appropriate element's spell list (or perhaps a tech that makes Fire Spells available for research), but that's something for later.

Reply #4 Top

Ive tried with using the level system of city hubs, crashed my game a few times lol. I even experimented with several ways of copying them, no luck. I even tried to make it so that level 2 unlocks after level 1 is built, using code from squads and command center, no luck. Maybe i should try siege equip/siege factory. As to the techs being given invisible, that should be fine, since your building the building with the hope of unlocking the tech.

Next question is, is it possible to have a tech exist, but unresearchable. that way its basically just hidden from user, but still existing for the game.

Reply #5 Top

For now, I'd suggest using buildings, as that's been proven to work.  Some structures are tied to city level, so if you tie your tech to a structure that becomes available at a certain city level, that'll sorta kinda accomplish what you are trying to do.  You could create new buildings that only take 1 turn to complete, but those would take up space you might need later.

Perhaps if you had an upgrade to the Beacon of Hope at L2, etc. to unlock your other techs?

As for the 'invisible' tech tree, this is certainly possible.  Simply name a new category (StructureTechs) for the new techs.  Unless called out by the interface, this category will remain invisible.  Well that's how I plan to try it anyways...