... Is it possible to make any custom graphic with the unit.pcx file then?
Will do, but then how do you tell the game where to pull the correct image from/ what tech makes that particular unit?
In LE I used the "starting tech" thing to give people starting armies. :) Eventually they can discover the other ones but not for a while.
Yeah. It's too bad the game doesn't accept 'closed loops' in the tech tree. :(
..., so when I start taking requests, if it's requested to enable tech loops, I'm fairly certain I can do it, I'd just need to know how the tech level should be calculated (as "1 more than the highest-level prerequisite" is quite obviously not going to work for a loop.)
..., so when I start taking requests, if it's requested to enable tech loops, I'm fairly certain I can do it, I'd just need to know how the tech level should be calculated (as "1 more than the highest-level prerequisite" is quite obviously not going to work for a loop.)
It is the easiest way I know of making features/units unavailable for some reason
But what other way then an up-down/lower-higher relation can you do in the tech tree?
You'd also need to make the tech in question unavailable from trade and pods...
You mean, how else can you determine the tech level (e.g. industrial base is 1, industrial automation is 3, controlled singularity is 15, etc.)? You describe how you want it to work for loops, and I can probably implement it, but obviously if tech A requires tech B and tech B requires tech A, you can't have A have a higher level than B and B have a higher level than A.
You'd also need to make the tech in question unavailable from trade and pods...
Yeah...
I seem to remember reading the pods only give first-level techs though, so that can be circumvented.
But trading is indeed a completely other kettle.You mean, how else can you determine the tech level (e.g. industrial base is 1, industrial automation is 3, controlled singularity is 15, etc.)? You describe how you want it to work for loops, and I can probably implement it, but obviously if tech A requires tech B and tech B requires tech A, you can't have A have a higher level than B and B have a higher level than A.
So you think it would be possible to have half-isolated techs in the tech tree, for instance needing a prerequisite from the for everybody researchable part, and the other prerequisite linked to say the "ALIEN" or "AQUATIC" parameter flag?
Sorry not for responding to any of this, we've had a lot of power outages here lately.
I am confused though why giving higher level techs seems to cause crashing? I made a faction pack for myself at one point where each AI had one of the higher level techs, and played the game through just fine without crashes.
Also How do you disable tech trades? I've never noticed that option in the rules section before and I'd prefer to have it XD. I get irritated pretty fast with AI's harassing me for techs.
I managed to find that Caviar viewer and I'm pretty curious about some of what I've found. Mainly, that certain caviar files cannot be read do to a lack of geometry (according to the error message), are these where the unit sprites are stored?
I'm also curious why the models are all in 3D for what is effectively a 2D scroller style game? And if this might mean the unit sprites might be somewhere else?
I seem to remember reading the pods only give first-level techs though, so that can be circumvented.The pods give all levels of techs.
Sorry not for responding to any of this, we've had a lot of power outages here lately.
I am confused though why giving higher level techs seems to cause crashing? I made a faction pack for myself at one point where each AI had one of the higher level techs, and played the game through just fine without crashes.
Also How do you disable tech trades? I've never noticed that option in the rules section before and I'd prefer to have it XD. I get irritated pretty fast with AI's harassing me for techs.
Yes, maybe have it where you add more toggled options when creating a custom faction like a "custom unit/tech" where it's a tech or unit attributed and only useable by said faction, sort of how the ALIEN toggle works in a sense.
Might take a fair bit of coding but I could see it working.