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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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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. |
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? |
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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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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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. http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Add_Tech_Area Mod question
Cool, really gonna need a mod reference, so many functions
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Re: Add_Tech_Area Mod question
Quote:
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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 |
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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