We don't want to replace we want to remove.
No you don't, you want to have a blank tech and if a gameoption is ON the blank tech is replaced with the real tech.
We don't want to replace we want to remove.
No you don't, you want to have a blank tech and if a gameoption is ON the blank tech is replaced with the real tech.
We would need about 17+ of them. Currently they are not game options they are MLF changes.
No you don't, you want to have a blank tech and if a gameoption is ON the blank tech is replaced with the real tech.
Might as well throw in the wild animal domestications that never occured in real life either.
They all use techs which are not dead end. (reminder: We are just talking about not having the dead end tech appear if the optional mod has been turned off.)
I don't think it would be possible... that loading sequence is part of the exe. You'd have to make an exe of our own that then, once assigning new values to the MLFs would run the exe. I'm not capable of that but maybe someone else is. That would make it possible to work with MLFs for more players I suppose. I really doubt most players would ever dip into manipulating files in any way shape or form. For me, before learning to mod, just FINDING the game files was a challenge that gave me a headache. This is why I have such a strong bias against making anything optional based on modularity. It's not player friendly at all.
<TechInfo>
<Type>TECH_CLOCKPUNK</Type>
<Description>TXT_KEY_TECH_CLOCKPUNK</Description>
<Civilopedia>TXT_KEY_TECH_CLOCKPUNK_PEDIA</Civilopedia>
<Advisor>ADVISOR_MILITARY</Advisor>
<iAIWeight>0</iAIWeight>
<iAITradeModifier>0</iAITradeModifier>
<iCost>-1</iCost>
<iAdvancedStartCost>-1</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<Era>ERA_MEDIEVAL</Era>
<bRepeat>0</bRepeat>
<bTrade>0</bTrade>
<bDisable>1</bDisable>
<bGoodyTech>0</bGoodyTech>
<iGridX>-1</iGridX>
<iGridY>-1</iGridY>
<Sound>AS2D_TECH_GENERIC</Sound>
<Button>Art/Interface/Buttons/TechTree/clockpunk.dds</Button>
</TechInfo>
<TechInfo>
<Type>TECH_CLOCKPUNK</Type>
<ReplacementID>TECH_CLOCKPUNK</ReplacementID>
<Description>TXT_KEY_TECH_CLOCKPUNK</Description>
<Civilopedia>TXT_KEY_TECH_CLOCKPUNK_PEDIA</Civilopedia>
<Help />
<Strategy>TXT_KEY_TECH_CLOCKWORKS_STRATEGY</Strategy>
<Advisor>ADVISOR_MILITARY</Advisor>
<iAIWeight>0</iAIWeight>
<iAITradeModifier>0</iAITradeModifier>
<iCost>1300</iCost>
<iAdvancedStartCost>100</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<Era>ERA_MEDIEVAL</Era>
<FirstFreeUnitClass>NONE</FirstFreeUnitClass>
<iFeatureProductionModifier>0</iFeatureProductionModifier>
<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
<iTradeRoutes>0</iTradeRoutes>
<iHealth>0</iHealth>
<iHappiness>0</iHappiness>
<iFirstFreeTechs>0</iFirstFreeTechs>
<iAsset>24</iAsset>
<iPower>8</iPower>
<bRepeat>0</bRepeat>
<bTrade>1</bTrade>
<bDisable>0</bDisable>
<bGoodyTech>0</bGoodyTech>
<bExtraWaterSeeFrom>0</bExtraWaterSeeFrom>
<bMapCentering>0</bMapCentering>
<bMapVisible>0</bMapVisible>
<bMapTrading>0</bMapTrading>
<bTechTrading>0</bTechTrading>
<bGoldTrading>0</bGoldTrading>
<bOpenBordersTrading>0</bOpenBordersTrading>
<bDefensivePactTrading>0</bDefensivePactTrading>
<bPermanentAllianceTrading>0</bPermanentAllianceTrading>
<bVassalTrading>0</bVassalTrading>
<bBridgeBuilding>0</bBridgeBuilding>
<bIrrigation>0</bIrrigation>
<bIgnoreIrrigation>0</bIgnoreIrrigation>
<bWaterWork>0</bWaterWork>
<iGridX>50</iGridX>
<iGridY>3</iGridY>
<DomainExtraMoves />
<CommerceFlexible />
<TerrainTrades />
<bRiverTrade>0</bRiverTrade>
<Flavors>
<Flavor>
<FlavorType>FLAVOR_MILITARY</FlavorType>
<iFlavor>6</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_PRODUCTION</FlavorType>
<iFlavor>10</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_GOLD</FlavorType>
<iFlavor>2</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_SCIENCE</FlavorType>
<iFlavor>4</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_GROWTH</FlavorType>
<iFlavor>5</iFlavor>
</Flavor>
</Flavors>
<OrPreReqs>
<PrereqTech>TECH_CHIVALRY</PrereqTech>
</OrPreReqs>
<AndPreReqs>
<PrereqTech>TECH_OPTICS</PrereqTech>
<PrereqTech>TECH_CLOCKWORKS</PrereqTech>
</AndPreReqs>
<Quote>TXT_KEY_TECH_CLOCKPUNK_QUOTE</Quote>
<Sound>AS2D_TECH_GENERIC</Sound>
<SoundMP />
<Button>Art/Interface/Buttons/TechTree/clockpunk.dds</Button>
<ReplacementCondition>
<Has>
<GOMType>GOM_OPTION</GOMType>
<ID>GAMEOPTION_ALT_TIMELINES</ID>
</Has>
</ReplacementCondition>
</TechInfo>