Joe Danger
Chieftain
- Joined
- Oct 11, 2010
- Messages
- 12
EDIT: Ok, so a much cleaner way to do this as Horem pointed out is to use <Disable>1<Disable>. So, go use that. For posterity though, my original post:
I found this out on accident. If you set a tech's prerequisite as itself, it will not be available to research, and the game won't crash or do anything angry.
Like so:
For existing techs:
This makes Iron working un-researchable. Keep in mind anything that requires Iron Working will also become un-researchable unless you add *before* the above code.
Or for a new tech (that you've already defined):
Why would you want to do this? I don't know, but the thing that comes easily to mind is giving the tech as a free tech to a civ, giving that civ a unique tech with unique whatevers in it. I'm sure there's plenty of other reasons people can think of.
Go play!
I found this out on accident. If you set a tech's prerequisite as itself, it will not be available to research, and the game won't crash or do anything angry.
Like so:
For existing techs:
Code:
<Technology_PrereqTechs>
<Delete TechType="TECH_IRON_WORKING"/>
<Update>
<Where TechType="TECH_IRON_WORKING"/>
<Set PrereqTech="TECH_IRON_WORKING"/>
</Update>
</Technology_PrereqTechs>
Code:
<Delete PrereqType="TECH_IRON_WORKING"/>
Or for a new tech (that you've already defined):
Code:
<Technology_PrereqTechs>
<Row>
<TechType>TECH_NEWTECH</TechType>
<PrereqTech>TECH_NEWTECH</PrereqTech>
</Row>
</Technology_PrereqTechs>
Why would you want to do this? I don't know, but the thing that comes easily to mind is giving the tech as a free tech to a civ, giving that civ a unique tech with unique whatevers in it. I'm sure there's plenty of other reasons people can think of.
Go play!