ENDLESS™ Space is a turn-based 4X strategy game, covering the space colonization age in the ENDLESS™ Universe. You control every aspect of your civilization as you strive for galactic dominion.
Your problem is probably that you're unlocking the improvements and modules unlocked by researching a technology, but not unlocking the research itself.
mJrA wrote: I need some help unlocking Techs. I am able to unlock them, unfortunatly they are not marked as researched in the TechTree if i do so.
For example i Unlock with this code
[CODE]
[/CODE]
I can build the building, but the Techtree tells me that it isnt researched yet
I don't understand this.
So:
you are studying technology which opens those, there isn't anywhere else any points to those and you get these empire buildings but you haven't studied that technology?
As in:
lets pretend that we have TechA01 which has building X, it's only viable link to building X.
You study TechA01.
In the end game shows that you haven't studied TechA01 but you have building X ?
if you on the otherhand mean that you have:
TechA01 which unlocks building x
TechA03 which unlocks building x
and you study TechA01 but TechA03 still says that it unlocks building x... thats something what works as it should be.
U dont understand. I want to have that technologie researched. I want the techtree to show me that i researched it. That is my problem. I can only unlock those techs without them showing to be explored. That means i still have to research them what takes research time what shouldnt be necessary.
So i want that the Tech is marked as researched. I could do that within traits, but i want it without traits. i want to start a game and have for example Tech02 researched without using any traits.
Have you tried adding "" in Technology.xml? There are several tags to unlock different techs at the start of a game, depending on which faction you choose. "TechStart" contains the techs that all factions will unlock at the beginning of a game.
LoiCus- wrote: Have you tried adding "" in Technology.xml? There are several tags to unlock different techs at the start of a game, depending on which faction you choose. "TechStart" contains the techs that all factions will unlock at the beginning of a game.
Unfortunatly that doesnt do anything
It doesnt show researched in tree and doesnt unlock anything
Well thats the point i can add all Tech to the Player at start. It will work fine. I can Build all. Even if i Give ALL tech available to the players at start, they will still have 0 researched. Whats the point of researching if i allready have all?. It gets bad if i just give half the tech at start to the players. They got the tech but to proceed fore the next tech they have to research all the techs they allready can use to get those they dont have... And that is not what i intended
Althought guides already tells this lets still take quick look to how Technology works:
[code]
$(TraitT5Default)
TechT5PlanetsT01
%TechT5PlanetsT02Title
%TechT5PlanetsT02Description
[/code]
First line:
Name: this is basically technology name, it can be almost anything as long as game remembers / recognizes it
Cost: the cost to research technology
X: I see this as a distance from origo via X-axis. In game it's more like steps from start of that section
Y: I see this as a Y-axis. In game this means which section we are dealing with.
Category: Can be almost anything, I tend to use game set values.
$(TraitT5Default)
Needs to be trait or affinity, this tells what you need to see or hide technology. This can't be event/building/technology or any other value you would get during the game.
Does absolutely nothing
TechT5PlanetsT01
This creates link from other technology to this one, basically you need technology mentioned here to be able to research this one. Notice this doesn't hide / show it, it just means that without tech x you can't study this one.
And with this one I have had most problems, you basically need this line to be able to make technology. Though you can create dummies.
Now to your questions:
It is possible to cause effect where technology doesn't exist by putting it inside of or removing it
It's possible to remove link to tech via removing values inside of TechT5PlanetsT01 in techs which needs that tech.
It's possible to rearrange tech tree thus that it gives more space to technologies
and it's possible to create completly new technologies.
As long as you play with these rules when adding/editing/removing technologies anything is possible.
mJrA wrote: and what do u want to tell me with that?
maybe you next time want to wait 3-5 minutes before asking question, just to see if person covers your questions perfectly in his answer... wasn't first time when I was editing my initial answer and these forums decided to cut half off.
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