Oh yeah, I tried making more tech know at start - the only unintended consequence (not necessarily bad), was that some buildings enabled this way were present on homeworlds even in Pre-warp start.
Thanks.
Search found 4 matches
- Sat Apr 12, 2014 8:52 am
- Forum: Game Modifications
- Topic: Trying hand at modding - research question.
- Replies: 5
- Views: 5981
- Thu Apr 10, 2014 3:36 pm
- Forum: Game Modifications
- Topic: Trying hand at modding - research question.
- Replies: 5
- Views: 5981
Re: Trying hand at modding - research question.
Apparently, its impossible to change which tech fields will be researched with all their tech. And game will crash if I place more than 4 (or was it 5?) techs in same field. There is only 3 of them too.
- Wed Apr 09, 2014 5:47 pm
- Forum: Game Modifications
- Topic: Trying hand at modding - research question.
- Replies: 5
- Views: 5981
Re: Trying hand at modding - research question.
Thanks for speedy reply
To think I've been using OCplus from 2000s all this time.
I'll try OCL Improved tomorrow, when I'll be at computer with windows, since it doesn't seem to cooperate with Wine.
To think I've been using OCplus from 2000s all this time.
I'll try OCL Improved tomorrow, when I'll be at computer with windows, since it doesn't seem to cooperate with Wine.
- Mon Apr 07, 2014 12:31 pm
- Forum: Game Modifications
- Topic: Trying hand at modding - research question.
- Replies: 5
- Views: 5981
Trying hand at modding - research question.
Hello, I've done some minor modding to MoO2, but I am limited right now by my knowledge of game inner workings, and thus have to rely on specific editors. I can use hexeditors, if I know what to edit, or do simple things life "save game, sell one thing, save in another slot, compare saves to edit an...