View Single Post
  #324  
Old October 29th, 2006, 03:03 PM

Elsemeravin Elsemeravin is offline
Corporal
 
Join Date: Nov 2001
Posts: 148
Thanks: 0
Thanked 0 Times in 0 Posts
Elsemeravin is on a distinguished road
Default About TechAreas.txt and requirement

With my newly arrived SEV version I can at least make modding from theory to practice.
I'm been trying to modify the TechAreas.txt file, but I met my first problem.

What I would like to do is:

Tech A has 10 levels
Tech B has 30 levels, with the restriction that Level Tech A * 3 >= Level Tech B

Which means that you need to continuously research Tech A in order to be able to progress in Tech B.

I tried the following:

Name := A
Group := CG_General Topic
Description := Tech A.
Picture Number := 32
Maximum Level := 10
Level Cost := 50000
Start Level := 0
Can Be Removed := True
Unique or Racial Tech := False
Number Of Requirements := 0

Name := B
Group := CG_Specialization
Description := Tech B.
Picture Number := 104
Maximum Level := 30
Level Cost := 10000
Start Level := 0
Can Be Removed := True
Unique or Racial Tech := False
Number Of Requirements := 2
Requirements Evaluation Availability := AND
Requirements Evaluation Allows Placement := TRUE
Requirements Evaluation Allows Usage := TRUE
Requirement 1 Description := Empire must have at least tech level 1 in A.
Requirement 1 Formula := Get_Empire_Tech_Level("A") * 3 >= [%level%]

It doesn't work at all, seems like [%level%] is not used in that part of the program.

Then I tried:

Name := A
Group := CG_General Topic
Description := Tech A.
Picture Number := 32
Maximum Level := 10
Level Cost := 50000
Start Level := 0
Can Be Removed := True
Unique or Racial Tech := False
Number Of Requirements := 0

Name := B
Group := CG_Specialization
Description := Tech B.
Picture Number := 104
Maximum Level := 30
Level Cost := 10000
Start Level := 0
Can Be Removed := True
Unique or Racial Tech := False
Number Of Requirements := 2
Requirements Evaluation Availability := AND
Requirements Evaluation Allows Placement := TRUE
Requirements Evaluation Allows Usage := TRUE
Requirement 1 Description := Empire must have at least tech level 1 in Astrophysics.
Requirement 2 Formula := Get_Empire_Tech_Level("A") * 3 > Get_Empire_Tech_Level("B")

Then it partially works. Indeed once reaching level 1 in Tech A and level 3 in Tech B, Tech B disappears from the list of researchable techs, with the percentage or research dedicated for it...(only clear all can get back this research to the main pool)

I would like the following:

When Tech B reach level 3, then it will still appear in the research list but be grayed out until Tech A reaches level 2. Also the research allocated to Tech B should go back to the pool.

Would you know a way to manage this (the ideal would be to use an equivalent of [%level%] variable) ?
Reply With Quote