Tech fields modding
Posted: Thu Jan 29, 2009 5:55 am
I've been playing with the tech tree again...as I do once in a (long) while...and I'd like to confirm my most recent observation (probably not new, just new to me):
Not new at all: TF0 is the starting field, and each of the categories also have a fixed starting field that can be changed (29, 55, 22, 10, 28, 18, and 7).
Also not new: You can't put TF 74 (Xeno) into the tech tree, as the game refuses to recognize its existence...removing 8 hyper techs and 1 starting tech that leaves 73 TFs that an be assigned to categories...too bad its not possible to make more TFs!
'New': TF 55, 23, 22, 28, and 57 allow you to research every tech w/o being creative. Conceptually also includes TF 29, since any tech put here is researched at Pre Warp and beyond.
'New': You can't move any of those TFs around, EXCEPT TF 23, which is the 2nd field in the Power category. So I could, say, move it over to the Construction category if I wanted and retain the ability to research all techs.
'New': TF 28 is the starting electronics tech; by default Electronic computer is alone here, but its possible to put more techs here and use the ability to research every tech in this field.
'New': The TF number determines if a field is a starting tech at any given era (I believed it was the order in which they appeared within a field, but I was wrong). So its possible to change what techs are available in various ears by swapping TF numbers.
Not new at all: TF0 is the starting field, and each of the categories also have a fixed starting field that can be changed (29, 55, 22, 10, 28, 18, and 7).
Also not new: You can't put TF 74 (Xeno) into the tech tree, as the game refuses to recognize its existence...removing 8 hyper techs and 1 starting tech that leaves 73 TFs that an be assigned to categories...too bad its not possible to make more TFs!
'New': TF 55, 23, 22, 28, and 57 allow you to research every tech w/o being creative. Conceptually also includes TF 29, since any tech put here is researched at Pre Warp and beyond.
'New': You can't move any of those TFs around, EXCEPT TF 23, which is the 2nd field in the Power category. So I could, say, move it over to the Construction category if I wanted and retain the ability to research all techs.
'New': TF 28 is the starting electronics tech; by default Electronic computer is alone here, but its possible to put more techs here and use the ability to research every tech in this field.
'New': The TF number determines if a field is a starting tech at any given era (I believed it was the order in which they appeared within a field, but I was wrong). So its possible to change what techs are available in various ears by swapping TF numbers.