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				October 14th, 2006, 04:38 PM
			
			
			
		  
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				 Add_Tech_Area Mod question
	
			 
             
			
		
		
		
		In the AI empire setup script, what does  Add_Tech_Area actually do and what does it's second parameter mean? 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				October 14th, 2006, 04:43 PM
			
			
			
		  
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				Re:  Add_Tech_Area Mod question
			 
             
			
		
		
		
		Add_Tech_Area interacts with the Script_AI_GlobalResearch.txt file. 
 
As far as I can tell,  
call Add_Tech_Area("Psychic Studies", 3) 
 
means for this research age, add Psychic Studies to the research list, and research it up to level 3. 
		
	
		
		
		
		
		
		
			
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				October 14th, 2006, 04:47 PM
			
			
			
		  
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				Re:  Add_Tech_Area Mod question
			 
             
			
		
		
		
		so... 
 
call Add_Tech_Area("Weapon Overloading Weapons", 1) 
 
I don't think Weapon Overloading Weapons are available at the start right?  Does that mean to research it when it comes available? 
 
Are research ages setup options?  So you can start with high tech? 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				October 14th, 2006, 04:50 PM
			
			
			
		  
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				Re:  Add_Tech_Area Mod question
			 
             
			
		
		
		
		No, ages are something thats used in the other file. Basiclly its a "do all this, move onto the next age" sort of thing. I haven't messed with the scripts enough to know exactly how that works. 
		
	
		
		
		
		
		
		
			
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				October 14th, 2006, 04:58 PM
			
			
			
		  
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				Re:  Add_Tech_Area Mod question
			 
             
			
		
		
		
		To even add a new empire, do you have to list that new empire somewhere, or does just having the directory put it in there? 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				October 14th, 2006, 04:59 PM
			
			
			
		  
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				Re:  Add_Tech_Area Mod question
			 
             
			
		
		
		
		It doesn't have to be listed, just the folder in Empires. At least that's how I think it works.    
		
	
		
		
		
		
		
		
			
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				October 14th, 2006, 05:07 PM
			
			
			
		  
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				Re:  Add_Tech_Area Mod question
			 
             
			
		
		
		
		Cool, really gonna need a mod reference, so many functions 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				October 14th, 2006, 07:07 PM
			
			
			
		  
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				Re:  Add_Tech_Area Mod question
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				aegisx said: 
call Add_Tech_Area("Weapon Overloading Weapons", 1) 
 
I don't think Weapon Overloading Weapons are available at the start right?  Does that mean to research it when it comes available? 
 
Are research ages setup options?  So you can start with high tech?  
			
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 There is a list at the bottom of the Script_AI_Research file that describes the prerequisites for each tech area.  So in theory it will add the prerequsisites to the tech queue first if they haven't been researched yet.  
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				October 14th, 2006, 07:30 PM
			
			
			
		  
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				Re:  Add_Tech_Area Mod question
			 
             
			
		
		
		
		So the Add_TechArea  function is telling the AI to research that tech (and prereq's)?  So in the Terran example, its saying we want the Terrans to research Weap Overloading path?   
 
In the Research file alot of tech areas are in the ages, why put it in the setup script?  Thanks 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				October 14th, 2006, 07:51 PM
			
			
			
		  
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				Re:  Add_Tech_Area Mod question
			 
             
			
		
		
		
		The setup script picks the starting techs in game setup, where the other ones are for in-game research. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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