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.tech files
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by Ambassador JavaScout - 4/2/2003 6:54:10 PM

Tech Files

Example

//------------------------------------------------------------------------
TECH 1 UniversalTranslator
//------------------------------------------------------------------------
Name "Universal Translator"
Model ""
Tech_Requirement "CommunicationTheory"
Research_Cost 25
Overview "Dr. Edmund Phrinck, a professor of linguistics has a theory that the commonalities in all known languages can be synthesized into a complex set of equations that will enable humanity to almost instantly translate all languages including those of any alien races. The 'Universal Translator' as he calls it will allow us to understand what other civilizations are saying, and communicate with them."
Description "Our scientists have been working long and hard on some method of communicating with the other races in this galaxy. The signals we have been receiving leave no doubt that they are aware of us. Communications with these civilizations has become a top priority.

It has been clear that our understanding of language structure does not apply to these non-human races' 'languages.' This translator is based on the belief that certain concepts are fundamental to any intelligent life form. By monitoring the electromagnetic and electrochemical activity of an individual, we should be able to translate at least certain basic concepts.

Critics contend that the basic assumptions for this device are too risky. Dr. Phrinck, from the Partners Research Center in New Capital City, believes that Terrans may be unique in having a central brain structure. 'It is arrogant presumption to assume all intelligent creatures store all their 'eggs' in one basket.' Dr. Phrinck said. 'For example, they may have their intelligence distributed throughout their body and not just in a certain area. Moreover, we can't assume that these beings are even humanoid. If these races are vastly different from us then this device will be useless. The odds of them being humanoid are pretty slim."
Tech_Category 4
AI 5
Ability "Diplomacy"
ENDTECH

Description
Each .tech file can contain one or more TECH definitions.
Each new technology starts with the TECH and ends with ENDTECH.
// act as comments and can be anywhere in the file.
To highlight a new tech a //--------------------------- line is usually place before and after the TECH line

TECH should be followed by a TECH_ID and a TECH_ID_NAME
TECH_ID_NAME should not contain spaces
Both TECH_ID and TECH_ID_NAME should be unique and can be used in other files to specify a technology dependency.

Between the TECH and ENDTECH tags you can have any of the following Attributes
Each attribute and value should be on its own line

Required

Name - name of the technology in double quotes

Model - value should be two double quotes

Research_Cost - cost of the research. Current Values range between 50 and 50000.

Overview - Mini description in double quotes

Description - Full description in double quotes. The description can continue on multiple lines. The last line should close the quotes.

Tech_Category - the category the tech falls into. Possible values are
1 Medical
2 Industrial
3 Defense
4 Communication
5 Propulsion
6 Weapons

Optional

Tech_Requirement and Tech_Requirement_Id - Specifies the technology required before you can research this technology.
Both can be used multiple times and at the same time.
Tech_Requirement is either the TECH_ID_NAME or the Nam and should be in double quotes.
Tech_Requirement_ID is the TECH_ID

Ability - Adds 10% to the that ability for the Civ. Should be one of the following values in double quotes. (list might not be complete)
Defense
Diplomacy
Economics
Espionage
HitPoints
Influence
MilitaryProduction
Morale
PlanetQuality
PopulationGrowth
Production
Range
Repair
Research
SocialProduction
Soldiering
Speed
Trade
TradeRoute (adds 1 traderoute)
Weapons

Some techs have a value for AI not sure how this works do not use at the moment.



          Posted via Stardock Central
#1  by Diplomat Arturus Magi - 4/3/2003 12:08:34 AM

'Ability - Adds 10% to the that ability for the Civ. Should be one of the following values in double quotes. (list might not be complete)'

Any ability that will display on the Stats screen can be used, AFAIK. The full list is in a descriptor table somewhere in English.str.

'Some techs have a value for AI not sure how this works do not use at the moment.'

Any tech without an AI value will not be recognized by the AI. I'm not sure exactly what it means, but my guess would be the research priority, if it doesn't already have a set plan.



       Posted via Stardock Central
#2  by Veteran CaptainBizarre - 4/3/2003 7:02:32 PM

Full abilities list:

[TABLEALIAS Abilities]

[Ability0] Economics
[Ability1] Weapons
[Ability2] Defense
[Ability3] Speed
[Ability4] Morale
[Ability5] Pop. Growth
[Ability6] Social Production
[Ability7] Military Production
[Ability8] Research
[Ability9] Influence
[Ability10] Trade
[Ability11] Diplomacy
[Ability12] Hit Points
[Ability13] Repair
[Ability14] Sensors
[Ability15] Espionage
[Ability16] Soldiering
[Ability17] Interest Rates
[Ability18] Planet Quality
[Ability19] Trade Routes
[Ability20] Crime
[Ability21] Cabinet
[Ability22] Range
[Ability23] Luck
[Ability24] Courage
[Ability25] Creativity
[Ability26] Government
[Ability27] Loyalty

I made the same guess about the AI value, but it would be nice to know for sure.

End transmission.



                       Posted via Stardock Central
#3  by Citizen LDiCesare - 6/4/2003 5:33:18 AM

Anyone knows if/how the special techs like universal translators, alliances and stellar cartography provide their special effects?
Namely:
Be able to contact other civs, be able to make alliances, be able to see yellow stars?
I couldn't find these in the tech file, so I guess they might be hardcoded from the tech_id.
Also, are the tech research paths of some races (Arceans f.e.) moddable or hard-coded?
In other terms, can I rewrite the whole tech tree?

                      
#4  by Citizen Eldin - 6/4/2003 12:25:45 PM

The special abilities like that are under the ability. if you look right above end tech you see abilty with diplomacy next to it this is what gives abilities. diplomacy is one not sure what the others are. I know trade is one but can't think of any others. Just look in the .tech files to find the others not sure if you can make up your own abilities.
About the tech tree each tech has a AI value that makes them want that tech modified by their alignment and race. So to change the path you just modify the Ai value. I don't recoommend this as the Ai will then try to research techs in an order it is not normally ment to and can get confused. I tried it once and the computer never researched universal translators which would have made for an easy win if I had played all the way to the end but it was just to easy.



                   Posted via Stardock Central
#5  by Diplomat HawaiiFive-O - 6/4/2003 12:47:04 PM

I think what LDiCesare is talking about is that there are abilities beyond the normal 0-27 range. If you add an ability that ties to an ability in the 0-27 range, you gain a +10% bonus to that stat (or +1 speed, or +1 trade routes).

However, there are certain abilities that techs grant that are *not* assigned via the tech files. He's hit most of them, the only thing I would add would be the techs that grant new government types.

It appears these powers are hard coded to the tech itself, either the name or the ID. Considering when Frogboy posts code snippets that refer to techs the code deals in Tech ID, I'd imagine it's chained to the ID.

So it is not advisable to mess with the IDs of stock GalCiv techs.

As far as AI researching, there are two systems (recently discussed on the main forum). Some AIs (like the Arceans) research off a set path of Tech IDs (once again illustrating the point that it is a bad idea to mess with the IDs of stock GalCiv techs). This means that this type of AI will be hobbled by a modded tech tree- can't research added techs, rearranged techs will mess with the order. Personally, I feel this is really bad from a modder's perspective.

The second type is much more mod-friendly. This type (the Altarians are an example) obeys the AI setting in the files. This means you can guide the AI via the AI setting.

It would be ideal if we could set which type of AI to use ourselves, as right now the hard coded path for the Arceans (and maybe other AIs) throws a pretty major spanner in the works for tech tree modding.



[Message Edited]
                     Posted via Stardock Central
#6  by Diplomat Arturus Magi - 6/5/2003 1:38:32 AM

After the Arceans finish researching all the techs on their path list, they do go back and start picking off others, but I don't know how it determines what to research. It'll be hobbled by a custom tech tree, but not entirely disabled as long as the new list doesn't use the same IDs as the old list.



       Posted via Stardock Central
#7  by Citizen LDiCesare - 6/5/2003 5:14:57 AM

Arturus Magi, that would be ok, except if I have to keep the tech ids for stellar cartography and government changes, then make up new ids for my new techs, the Arceans will discover the best government almost immediately (or die while researching that) unless I can tell them the list they have to research myself.
I'd hate to be unable to make new techs because of that. The ai should be able to learn which tech to use, and that should be moddable. Even if we don't want to add new techs, it could be fun to give Arceans a brand new tech tree for a change.

                      
#8  by Diplomat HawaiiFive-O - 6/5/2003 11:22:01 AM

Looks like the simplest solution to code would be to include the hardwired powers in the .tech files.

If it is true that in the absence of a tech with an ID on the hard coded list the AI will start to obey the AI settings, then all you would need to do would be to renumber all Tech IDs out of the current range.

'Course, not having seen the code I can't say with certainty this would be simple to code, but from the outside looking in it would appear this way.



                     Posted via Stardock Central
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