New Research

How to make a new research in rebellion v 1.9

I know that there are many topics (or maybe not) about this, but can anybody tell me how to make a new Research in one of the exciting tech trees? Or how to make a new research by copying one of the available researches? I use Rebellion v 1.90 and have convert all the .entinity files.  

17,611 views 8 replies
Reply #1 Top

Assuming you know to edit the entity manifest for any new entity files.

Adding a new research file is as simple as creating the file, editing it's position, costs and buffs and then adding it to the appropriate PlayerXXX.entity file and incrementing it's research count. I believe the dev.exe will warn if you try to overlay an existing research. A good way to avoid this is have the game running with the research tree displayed so you can check if the position is free.

researchInfo

count 226

entityDefName "RESEARCHSUBJECT_CAPITALSHIPACCESS_PLAGUE_COLONY"

entityDefName "RESEARCHSUBJECT_RESEARCHACCESS_PLAGUE_CMD_T0_01"

entityDefName "RESEARCHSUBJECT_RESEARCHACCESS_PLAGUE_CMD_T0_02"

 ...

Reply #2 Top

Thank you for your information, it is very usefull :).

 

As you might now, there are 4 tabs with science, 1 for fleet supply and 1 for artifacts. Is there any possibility to expand those 6 numbers to something like 8? or 10?

Reply #3 Top

Quoting OhaahO, reply 2

Thank you for your information, it is very usefull :) .

 

As you might now, there are 4 tabs with science, 1 for fleet supply and 1 for artifacts. Is there any possibility to expand those 6 numbers to something like 8? or 10?

Nope.

Reply #4 Top

As we all know, the Defense and Diplomacy blocks of all races have only 1 block. Is it possible to add another block here?

Reply #5 Top

Quoting OhaahO, reply 4

As we all know, the Defense and Diplomacy blocks of all races have only 1 block. Is it possible to add another block here?

No.

Reply #6 Top

Thank you ZombieRus5 and GoaFan77 for your answers (y). They were very helpfull :)

Reply #7 Top

Quoting OhaahO, reply 6

Thank you ZombieRus5 and GoaFan77 for your answers (y). They were very helpfull :)

Sorry the answers aren't more positive.:(

The main way to add in more research is just to make existing trees (mainly defense and diplomacy) bigger, or remove their techs and replace it with something else. Some mods have also done interesting things with the fleet supply tree (my own Interregnum mod's warlord faction for example), and IIRC the Mad Scientists mod from the olden days managed to cram a bunch of other random techs in there.

Reply #8 Top

Quoting GoaFan77, reply 7


Quoting OhaahO,

Thank you ZombieRus5 and GoaFan77 for your answers (y). They were very helpfull :)



Sorry the answers aren't more positive.:(

The main way to add in more research is just to make existing trees (mainly defense and diplomacy) bigger, or remove their techs and replace it with something else. Some mods have also done interesting things with the fleet supply tree (my own Interregnum mod's warlord faction for example), and IIRC the Mad Scientists mod from the olden days managed to cram a bunch of other random techs in there.

 

Sadly, i diddn't found the Mad Scientists mod for Rebellion.

 

In my own mod, (I haven't give it a name yet), I was focusing on the Vasari Rebel. I copied the Dark Fleet Beacon Ability from the Vasari Rebel and made my own version of it. Now you can play as Vasari and spawn every frigate, cruiser and capital ship from every fraction avalible :) . I can show you guys my new research tree from Vasari Rebel. It looks so funny now :) I have about 260 researches in the tech tree and now the free space is coming to his end :(

It is a shame that some of the ideas of people here are hard-coded (not moddable) :(. If we were be able to modify some things that are hard-coded (like more tabs in the research tree), than we would all have more fun modding this game.