Granting access to tech tree items

I'm interested in granting access to tech trees via a new racial ability... but I want to avoid modifying techtreedefs... anyone know if that is possible?

For example, if you look at "Scavengers" the abilitydef it doesn't grant access to the related techs directly, instead, those individual techs list "Scavengers" as a pre-req.

I'd like to make a new ability, say... "Weaker Scavving" that doesn't REPLACE Scavengers, has a lesser scavenger % chance (say 10%) and STILL grants access to the Scavenger techs...

Basically is there a "Count this def as "Scavengers" field?

 

Another possibility I'm interested in is adding a racial ability via a trigger... so you choose "Ability 1" and ability 1 upon loading the game triggers giving you another ability. Similar to how triggers are used to add starting ships and the like.

 

Anyone done this or have suggestions?

7,521 views 2 replies
Reply #1 Top

You have to edit MasterTechDefs.xml. Sorry no other way to use existing techs in a new ability otherwise. You can make new techs, duplicates and adjust as needed, so it will still look like they get the same techs if you dont change the names.

There is no action for GrantAbility. So thats a no. However, you can add the same modifiers via an event linked to ability 1, that only fires for ability 1. This opens options not available otherwise, like chained events, timed buffs/debuffs etc etc.

 

Reply #2 Top

Thanks! That helps me from wasting some time.