Jarmrik
Prince
- Joined
- Oct 9, 2016
- Messages
- 307
Hi,
Actually working on deep mechanics for a basis for my several WIP mods, I am looking for a way to make some technologies "exclusive".
Explanation:
The aim is to make it so that, if the player researches "tech_A", he/she cannot research anymore "tech_B" (and vice-versa), this way forbidding the access to a full branch of the tech tree, and the ressources/buildings/units/etc made available by this tech.
I'm of course looking for the easiest method to do so, as I don't work with C++, and I'm nothing more than a Python monkey (just able to copy and paste code with changing some variables).
I realised that I don't really know the base game mechanics, so asking here: how do tech obsolescence work? I had the idea of making tech_A obsolete by having tech_B, and tech_B obsolete by having tech_A. Would it work this way? Is it more complicated and requires deeper programming?
Actually working on deep mechanics for a basis for my several WIP mods, I am looking for a way to make some technologies "exclusive".
Explanation:
The aim is to make it so that, if the player researches "tech_A", he/she cannot research anymore "tech_B" (and vice-versa), this way forbidding the access to a full branch of the tech tree, and the ressources/buildings/units/etc made available by this tech.
I'm of course looking for the easiest method to do so, as I don't work with C++, and I'm nothing more than a Python monkey (just able to copy and paste code with changing some variables).
I realised that I don't really know the base game mechanics, so asking here: how do tech obsolescence work? I had the idea of making tech_A obsolete by having tech_B, and tech_B obsolete by having tech_A. Would it work this way? Is it more complicated and requires deeper programming?


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