I've come across two things while working on my Star Wars mod. One should help you people out, and one I need help on myself.
The first is these so called "Ethics" techs of mine. The idea is to give each faction their own starting tech that no one can research and can only get in trade.
The first test:
Empire Ethics,EmpEth,0,0,0,0,None,None,000000000
This didn't work at all. The faction starts with the tech, but all factions could research it at any time. Hmm...
The second test:
Ethics,EmpEth,0,0,0,0,Disable,Disable,000000000
This was promising. However, when I started a game, the faction not only didn't have the tech and couldn't build the units that come with it, but it didn't even appear in the datalinks entry with all the tech names! An interesting note was that the custom units still said that their pre tech was "Empire Ethics", even though nothing else mentioned it all all. Hmmm...
The third test:
Ethics,EmpEth,0,0,0,0,TranT,None,000000000
This seems to be the best. If the other factions have gotten Trancent Thought and STILL don't have your tech, they deserve to be able to research it. It works in the game pefectly. So, if you want to create a tech no one else can research, I recomend the above model.
NOW: THE QUESTION
While scanning the tect list, I noticed there were two "deleted" techs (One about Spartans shooting at reactors and one with Morgan claiming "energy is the currency of the future," which it is), plus the "User Tech." That makes three techs that we can use. I want to create 8. If I place new techs at the bottom of the list, will they work correctly in the game?
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