So, regarding the stupid hardcoded rules that make some of the techs not show up, even if you have the prerequisites, I was just reading About Beelining to Industrial Automation..., and someone said (post #10) that this has something to do with the slot # in alpha(x).txt that the tech uses. Has this been verified, and does it apply the same to SMAX, or just vanilla?
I'm reworking the tech tree for a mod, so does this mean that if I cut+paste a tech to a different row, I can make it show up when it normally wouldn't?
For example, if I have Techs A, B, C, and D researched, then tech E should show up because its prereqs are C and D, but it doesn't -- only F, G, and H show up. If I have E and F swich places, would that make it available instead of F?
I tried using the scenario editor to experiment, but to my dismay I discovered the editor makes all available techs show up all the time. I guess the only way to test this is to play a whole bunch of games
Ah, the tedium...
I'm reworking the tech tree for a mod, so does this mean that if I cut+paste a tech to a different row, I can make it show up when it normally wouldn't?
For example, if I have Techs A, B, C, and D researched, then tech E should show up because its prereqs are C and D, but it doesn't -- only F, G, and H show up. If I have E and F swich places, would that make it available instead of F?
I tried using the scenario editor to experiment, but to my dismay I discovered the editor makes all available techs show up all the time. I guess the only way to test this is to play a whole bunch of games
Ah, the tedium...
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