Tech fields modding

Information, How-to's, and discussion about mod'ing Master of Orion II.
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Green_Knight
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Tech fields modding

Postby Green_Knight » 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.

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Rocco
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Re: Tech fields modding

Postby Rocco » Sat May 23, 2015 6:22 am

to add some info:

the first field in each tech group is defined at block:
DOS: 1F356C - 1F3576
140: 1FB5AC - 1FB5B6

00 - 00 - Starting Tech
12 - 18 - Astro Biology
37 - 55 - Nuclear Fission
39 - 57 - Physics
1D - 29 - Engineering (50rp)
07 - 07 - Advanced Magnetism
16 - 22 - Chemistry
1C - 28 - Electronics
0A - 10 - Military Tactics
4A - 74 - Xenon Technology
04 - 04 - Advanced Engineering (80rp)

note that i have only identified this block, not run tests to actually change these starting fields.
with this info it is possible to grab more "creative" fields and put higher in tech tree.
Last edited by Rocco on Sat May 23, 2015 11:31 am, edited 2 times in total.

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Rocco
Posts: 229
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Re: Tech fields modding

Postby Rocco » Sat May 23, 2015 6:27 am

the pre warp fields are defined at:
DOS: 1F7770 - 1F777B
140: 1FF7Bo - 1FF7BB

1D - 29 - Engineering
37 - 55 - Nuclear Fission
16 - 22 - Chemistry
39 - 57 - Physics
1C - 28 - Electronics
17 - 23 - Cold Fusion


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