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Hidden Techs
SE# had nice documentation of the different hidden tech levels & what needed to be research to get them. Has anyone got such a list? The Manuel leaves a lot of holes. For instance, what needs to be done to reach stellar manipulation?
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Re: Hidden Techs
SE# is supposed to be SE3. Stupid shift key!
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Re: Hidden Techs
Astrophysics is needed for stellar manip.
The easiest way to look up requirements would be to open data\techareas.txt Then search for whatever tech name you want and look at the bottom of the entry for the requirements list of that particular tech. PS: you CAN edit your Posts with the little edit icon at the top, beside the quote and private message buttons. [ September 18, 2003, 02:30: Message edited by: Suicide Junkie ] |
Re: Hidden Techs
Take a look in the components file in the data folder. Find the component that you want and check the requirements. Same with facilities.
Also, you could click on the "view complete tech tree" button during game setup. This alows you to see the complete tech tree by clicking on a button in the research window. This is what I usually do when using an unfamiliar mod and such. |
Re: Hidden Techs
But best is to download the SE4 modder program, a complete encylopedia to all components, facilities and techs etc.
(i e txt files presented in a much nicer way, with pics) |
Re: Hidden Techs
He was asking about SE3.. but maybe the Modder is compatible? http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Hidden Techs
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Re: Hidden Techs
Quote:
SE3's data was stored in .dat files and could only be edited with the modder that came with one of the later patches. There were no text files to change (well, not for techs, comps, facilities, troops and fighters, anyways). http://forum.shrapnelgames.com/images/icons/icon7.gif Modding SE3 was just horrible. http://forum.shrapnelgames.com/images/icons/icon8.gif [ September 19, 2003, 19:21: Message edited by: Imperator Fyron ] |
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