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Adding starting technology as trait

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7 years ago
Jun 22, 2017, 3:10:14 AM

Anyone know how to do it? I've been looking over the guides for modding but can't figure it out. Not that good as this stuff yet.

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7 years ago
Jun 22, 2017, 10:09:00 AM
CX1 wrote:

Anyone know how to do it? I've been looking over the guides for modding but can't figure it out. Not that good as this stuff yet.

First See my Thread on making a custom trait


Making a custom trait that adds a trait is easier than most traits, you don't need to add a simulation Descriptor

So lets look at the FactionTraitTechnologyDefinitionEmpireDevelopment2 trait

It gives the tech TechnologyDefinitionEmpireDevelopment2 (Planetary Landscaping)


This is in the file %installFolder%/Endless Space 2/Public/Simulation/FactionTraits[Major].xml (Line 743)

<FactionTrait Name="FactionTraitTechnologyDefinitionEmpireDevelopment2"SubCategory="FactionTrait"TraitCategory="TraitCategoryStartingTechnology" TraitSubCategory="FactionTraitTechnologyDefinitionEmpireDevelopment2"Family="FactionTraitFamilyStartingTechnologies" Hidden="false"Custom="true"Cost="10">
<Command Name="UnlockTechnology"Arguments="TechnologyDefinitionEmpireDevelopment2"/>
<SimulationDescriptorReference
Name="FactionTraitTechnologyDefinitionEmpireDevelopment2"/>
</FactionTrait>

The Important line here is the <Command Name="UnlockTechnology"Arguments="TechnologyDefinitionEmpireDevelopment2"/>

This line will set a technology to be unlocked. This line is all you need to add to make a trait unlock a technology, changing the argument to the technology you want to unlock

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7 years ago
Jun 26, 2017, 11:34:21 AM

It possible to have one trait that unlocks several techs or would each tech need its own trait or one trait that simply unlocks everything?

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7 years ago
Jun 26, 2017, 12:23:30 PM
Praxden wrote:

It possible to have one trait that unlocks several techs or would each tech need its own trait or one trait that simply unlocks everything?

The line that unlocks the tech <Command Name="UnlockTechnology"Arguments="TechnologyDefinitionEmpireDevelopment2"/> 

Can be repeatedly placed in a single Faction trait unlocking as many different technologies as you want.

There is no limit (as far as I know) to the number of <command>s you put.


you just have to find the TechnologyDefinition name for each tech you want to unlock which can be found in the files %Install Folder%\Endless Space 2\Public\Simulation\ConstructibleElement_Science[Quadrant(Military/ScienceAndExploration/EmpireDevelopmentEconomyAndTrade)].xml


Just an example using my previous example. The Trait below would unlock 5 different technologies.


<FactionTrait Name="FactionTraitTechnologyDefinitionEmpireDevelopment2"SubCategory="FactionTrait"TraitCategory="TraitCategoryStartingTechnology" TraitSubCategory="FactionTraitTechnologyDefinitionEmpireDevelopment2"Family="FactionTraitFamilyStartingTechnologies" Hidden="false"Custom="true"Cost="10">
<Command Name="UnlockTechnology"Arguments="TechnologyDefinitionEmpireDevelopment2"/><Command Name="UnlockTechnology"Arguments="TechnologyDefinitionEconomyAndTrade21"/>
<Command Name
="UnlockTechnology"Arguments="TechnologyDefinitionScienceAndExploration6"/>
<Command Name
="UnlockTechnology"Arguments="TechnologyDefinitionMilitary32"/>
<Command Name
="UnlockTechnology"Arguments="TechnologyDefinitionScienceAndExploration17"/>

<SimulationDescriptorReference
Name="FactionTraitTechnologyDefinitionEmpireDevelopment2"/>
</FactionTrait>

Updated 7 years ago.
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