Tweakin' the Tech Tree

Has anyone tried messing with the tech tree?

In particular, say I wanted to take out the option for all players to perform planetary bombardment during planetary invasions. I suspect this would be more difficult than simply removing the tech planetary bombardment, and replacing the requirement for tech succeeding planetary bombardment with the preceeding tech in the tree. I'm going to experiment a bit, and report back in case anyone is interested in the result.
12,100 views 17 replies
Reply #1 Top
That will work, but if you want to keep the bonuses to soldiering you can delete the "planetary bombardment" entry in InvTactics.xml
Reply #2 Top
Yes, thanks for the informative reply. Of course I found this out myself not a few minutes after posting, and said to myself, "Self, how could you not see that file?" But the thanks is still sincere nonetheless.

Edit: What I've done is set the tech requirement for Planetary Bombardment in InvTactics.XML to Technological Victory. This effectively removes it from the game without deleting it, as I didn't know if that might cause problems.
Reply #3 Top
"Right after our race becomes gods we'll blow your planets to smithereens. "

haha j/k
Reply #5 Top
In other news, the Terrans finally ascended to a higher level of existance Yesterday. Meteorologiests are now predicting a spate of huge asteroids impacting all of our planets tomorrow. Said the Terran representitive before ascending: "We just had to try it out now that we can. Sucks to be you."
Reply #6 Top
Back to the original question... has anyone added a tech? is it hard? what do you have to do ?

I've been wanting to make a couple of my own but not sure if I need to do anything special to "attach" it to the tree.

I figure I can do most of the xml stuff just fine, borrowing the tags from an example.
Reply #7 Top
Adding techs is really easy. The ingame display does all the work in putting it in the visual list.
Reply #8 Top
ok thanks. can't wait to test it out then.
Reply #9 Top
Will the AI cleverly research 'added' technologies? Or will they just go with their own scripted list?
Reply #10 Top
There is no scripted list, and the AI adapts to tech changes by itself. (So if you were to up the bonus given by basic logistics, the computer would put a higher priority on researching it.) I would assume that it would adapt to new techs by itself as well.

-Dewar
Reply #11 Top
There is a tag that is used for the Ai to determine how much effort should be put into researching that. There are many factors that leads to the AI's decision, so this is just part of the process in what they research.
Reply #12 Top
Cool - I've been looking at modding the tech tree - (as in a 'total conversion' for a while - I was looking through the xml file earlier and was wondering how well the AI would cope with a completely different tech tree - I guess I'll have to try it and see though..

(I wanted to do a total conversion with teh first GC, but even using the Editor for that it didn't seem to let me play around with the existing tech tree - only add new stuff to it :-/ ).

P.s. What exactly do the Model entries refer to in teh techtree.xml file?

(Now I'll have to go and look through all the other xml files and start planning everything out).

Oh - 1 more thing - is it possible for a tech to have more than one tech requirement for it? (Similar to the first game) - since, of course, in this one - each tech only has one needed before it...
Reply #13 Top
Currently, multiple tech requirements are supported but all tests i've done end up with the ingame display looking bad and hard to read.
I believe the model is for the little rotating image you see, but i haven't tested it yet. These seem to be the ones in GalCiv2\Movies\Techs and are in bik format
Reply #14 Top
I'm a long way from doing this (still trying to figure out prerequisite stuff) but one goal I have is to add a tech that gives a new module to the tech tree, one that you could put on ship that would work kinda like a constructor (a one-use ship in other words) that instead of upgrading a starbase, would upgrade a planet's score by 1 (making a 0 colonizeable, 1's into 2's, 2's into 3's, etc.) as well as increase the useable number of tiles. Any ideas how to go about this, what things I should look at, or general advice on how to proceed?
Reply #15 Top
You'd probably have to add something to the game's code to do that. I think it's beyond the scope of a mod currently.
Reply #16 Top
I am trying to add a tech to the tree branch and every time I add a tech by its self or add a tech under anything or after anything, it is all ready researched, is there anything that I can do to fix this? I would like to add a seperate tech tree branch in this game.
Reply #17 Top
Already researched? never encountered that kind of problem. Post the xml of one of your techs that you have a problem with.