[Request] Require Technology, spell, completed quest, or event to get quest, learn technology, learn spell or get event

Wow! Sorry for the crazy long title- couldn't come up with a good way to condense it.

 

What I would like to request is that there be an option to give any technology, spell, quest, or event an option to require a quest to be completed, a spell to be learned or cast, or an event to have fired.

 

This would allow for things like a "Magic Weapons" technology that requires you to learn a certain technology in the magic tree before it will appear. Another example would be an "Advanced Farming" technology that might require you first to discover the Pitchfork in a quest. Yet another example would be a quest that becomes available after a specific spell is cast.

 

The whole idea is that if any of these things can require another you have a lot more flexibility as a modder, and if this was used in the core game it could make the game deeper, without making it much more complicated. (Yeah I know it sounds complicated on paper - think about it... it really is a very simple concept, and likely would not be very difficult to implement)

4,617 views 4 replies
Reply #1 Top

Either that or expose the uncompiled .dll on launch day... but that may be asking a bit much. O:)

Hooks for technology prerequisites are already in based on what the XML looks like, but adding quest prerequisites / spell cast flags etc. shouldn't be too bad.

Reply #2 Top

Nobody else thinks this is important?

Reply #3 Top

I definitely would like to see this. Find a magic item in the wilderness - take it back to your scholars and they can unlock some techs studying it.

They already have it working in the other direction though, you can definitely make events/quests reliant on tech. 

Reply #4 Top

This would be pretty cool, but I'm guessing a lot of these ideas will have to wait for a mod or post-release patch.