Modding the tech tree?

Just to make sure I've got my mind wrapped around this...a hypothetical exercise!

 

If I wanted to eliminate the Training tech I would:

1. copy Techs_Amarian.xml, CoreWeapons.xml, CoreArmor.xml, CoreImprovements.xml, CoreUnits.xml, and TechTree_Amarians.xml into the My Games\Fallen Enchantress\Mods folder.

2. go into Techs_Amarian.xml and remove the Training techdef and the Training prereq from Weaponry, Drills, and Mounted Warfare.

3. go into CoreWeapons.xml and remove the Training prereq from Spear.

4. go into CoreArmor.xml and remove the Training prereq from WoodShield.

5. go into CoreImprovements.xml and remove the Training prereq from Barracks.

6. go into CoreUnits.xml and remove the Training prereq from Unit_Spearman_*.

7. go into TechTree_Amarian.xml and remove Training.

 

The game would then restructure the tech tree without the Training tech, correct?  Everything Training unlocked would be available without research?  Am I missing anything?

4,799 views 5 replies
Reply #1 Top

I would also make back-ups to these files. Other than that I think you are good to go.

Reply #2 Top

Modding the tech tree is not possible from the /mods/ folder, you have to go into the installation directory and do it. Yes, that's retarded but that's the way it is. Check out https://forums.elementalgame.com/434780 for more info on specifically modding from /mods/.

Otherwise everything you said was correct. Another way to go about this would be to automatically give out Training to all factions as you play the game. Then you wouldn't need to alter the actual techdef.

Reply #3 Top

Sweet!

 

Is the ability to have separate tech trees for different races enabled?  If so, how do I configure a race to use a separate tree?  That would make experimenting a lot easier/safer.

Reply #4 Top

Yes, it is defined for each faction in coreraceconfigs.xml