Hey guys, working on a bug fix update for the HoMM2 mod as while finishing up a my other mods I ran into various bugs/issues that compelled me to back check my previously completed mods including this one for the same bugs and figured I'd better fix them!
So far I've fixed a nasty labels.txt crash (in some versions of Civ2), stopped empire splitting, removed BC/AD turn dates, and added some new GUI/Interactivity sounds. However there's one more issue I need help on..
Back in 2019 when
@Metro Polis setup the tech tree and gifted the Industrialization and Electronics tech slots to 2 of our factions to give them the 5th & 6th city graphic type slots, he warned me of a slightly unfortunate side effect where those 2 factions would have a slight research speed disadvantage in the early game due to having one extra tech and sure enough in my test games I did notice those factions falling behind a bit. However while working on my
SMAC Merger project I faced a similar situation and realised that if I gifted an unused 'deadweight' tech to the other 5 factions that would ensure all factions start with the same amount of techs each. So I figured I'd better come back to this project and see if I can do the same. I really struggled with tech tree stuff so it's already turning my brain inside out trying to make these fixes and I really don't want to accidentally screw up Metro's lovely custom tech tree he built up as he took out most of these techs for a good reason!
So I'm looking at all the unused tech slots in our scenario to see if there are 5 I can use for these 'deadweight' faction techs. Below is a list of all the unused techs, as all other tech slots not listed (including the extras on the end of usual tech list) are already being used by our mod. I've already crossed out the ones I know affect Goodies, Barbarians and Pirates, along with Railroad as we use those slots for decoration. However I know there are more that affect the game in different ways eg ones that result in all barracks disappearing or some other special event happening which I'd want to avoid. Although one side affect is that I think Fusion Power makes Nuclear plants safe and we do use Nuclear plants in our scenario (whoops lol) so if I use that as one of the 5 I want then that kills 2 birds with 1 stone and fixes that oversight lol. So now I think I just need 4 tech slots. So if you guys can recommend 4 techs to me from the below list that you're sure are nothing more than dead weight and do absolutely nothing then I'll use them.
zz Advanced Flight, 4,-2, no, no, 3, 4 ; AFl
zz Bronze Working, 6,-1, no, no, 0, 4 ; Bro
zz Chivalry, 6,-2, no, no, 1, 0 ; Chi
zz Combined Arms, 5,-1, no, no, 3, 0 ; CA
zz Combustion, 5,-1, no, no, 2, 4 ; Cmb
zz Computers, 4, 1, no, no, 3, 4 ; Cmp
zz Conscription, 1, 0, no, no, 2, 0 ; Csc
zz Electricity, 4, 0, no, no, 2, 4 ; E1
zz Engineering, 4, 0, no, no, 0, 4 ; Eng
zz Environmentalism, 3, 1, no, no, 3, 2 ; Env
zz Espionage, 3,-1, no, no, 3, 0 ; Esp
zz Explosives, 5, 0, no, no, 2, 4 ; Exp
zz Feudalism, 4,-1, no, no, 0, 0 ; Feu
zz Flight, 4,-1, no, no, 2, 4 ; Fli
zz Fusion Power, 3, 0, no, no, 3, 3 ; FP
zz Genetic Engineering,3, 2, no, no, 3, 3 ; Gen
zz Gunpowder, 8,-2, no, no, 1, 0 ; Gun
zz Iron Working, 5,-1, no, no, 0, 4 ; Iro
zz The Laser, 4, 0, no, no, 3, 3 ; Las
zz Leadership, 5,-1, no, no, 1, 0 ; Ldr
zz Magnetism, 4,-1, no, no, 1, 3 ; Mag
zz Mathematics, 6,-1, no, no, 0, 3 ; Mat
zz Mobile Warfare, 8,-1, no, no, 3, 0 ; Mob
zz Monotheism, 5, 1, no, no, 1, 2 ; MT
zz Plastics, 4, 1, no, no, 3, 4 ; Pla
zz Polytheism, 4, 0, no, no, 0, 2 ; PT
zz Railroad, 6, 0, no, no, 2, 1 ; RR
zz Space Flight, 4, 1, no, no, 3, 3 ; SFl
zz Stealth, 3,-2, no, no, 3, 0 ; Sth
zz Steam Engine, 4,-1, no, no, 2, 3 ; SE
zz Superconductor, 4, 1, no, no, 3, 3 ; Sup
zz Tactics, 6,-1, no, no, 2, 0 ; Tac