Increase number of starting techs?

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LaDoncella
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Increase number of starting techs?

Post by LaDoncella » Wed Nov 02, 2011 12:29 am

It is possible in any way?
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decoy11
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Re: Increase number of starting techs?

Post by decoy11 » Wed Nov 02, 2011 12:39 am

there is a counter when you create games to change the amount of starting techs

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LaDoncella
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Re: Increase number of starting techs?

Post by LaDoncella » Wed Nov 02, 2011 12:48 am

But only goes up to 10
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rimbimbambo
Kerberos
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Re: Increase number of starting techs?

Post by rimbimbambo » Thu Nov 03, 2011 8:09 pm

Remind me about this in a month or so - I'll expose it when things have cooled down.

decoy11
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Re: Increase number of starting techs?

Post by decoy11 » Fri Nov 04, 2011 7:24 am

if you want to really mod the starting techs you can mod the techtree.techtree file and set research to "0". i think that will force it to be researched haven't tested it much yet

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Elouda
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Re: Increase number of starting techs?

Post by Elouda » Fri Nov 04, 2011 7:29 am

Yes, thats one way to do it for now, though it will give those techs to everyone. This way its very easy to start with DNs and Armada CnC, for example.

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LaDoncella
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Re: Increase number of starting techs?

Post by LaDoncella » Sat Nov 05, 2011 3:09 pm

You mean putting its research cost to 0?
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Elouda
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Re: Increase number of starting techs?

Post by Elouda » Sat Nov 05, 2011 3:21 pm

Yep. Any tech with 0 research cost will start researched, as long as the chance for that race is greater than 0, from what I've seen.

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