It seems any tech you added will be owned by fallen empire on game start. Is there anyway to prohibit that? Some powerful tech I added will make fallen empire Invincible.
NOR = {
is_country_type = fallen_empire #I think this is the right name, you might want to check country types to make sure
is_country_type = awakened_fallen_empire #Ditto
}
I tried potential block, as "is_country_type = default" and "NOT = { is_country_type = fallen_empire }". They all don't work. Must there be none of others in potential block?In the potential block for your technology include these lines:
Code:NOR = { is_country_type = fallen_empire #I think this is the right name, you might want to check country types to make sure is_country_type = awakened_fallen_empire #Ditto }
What does your tech look like atm? Copy-paste the whole definition.I tried potential block, as "is_country_type = default" and "NOT = { is_country_type = fallen_empire }". They all don't work. Must there be none of others in potential block?
One of them is like this:What does your tech look like atm? Copy-paste the whole definition.
tech_repeatable_megastructure_build_cap1 = {
icon = tech_repeatable_megastructure_build_cap
area = physics
cost = @repeatableTechCost1
tier = @repeatableTechTier
category = { computing }
prerequisites = { "tech_mega_engineering" }
weight = @repeatableTechWeight
weight_modifier = {
factor = @repatableTechFactor
}
potential = {
is_country_type = default
has_global_flag = tech_cost_exponential
NOT = { has_global_flag = giga_buildcap_u }
}
ai_weight = {
factor = 1.0
modifier = {
has_policy_flag = tech_repeatable_megastructure_build_cap
factor = 30
}
}
weight_groups = {
repeatable
}
mod_weight_if_group_picked = {
repeatable = 0.01
}
modifier = {
country_megastructure_build_cap_add = 1
}
}
FEs get 10 levels of each repeatable automatically. That might override the potential block in this case. You could try making a prerequisite tech that looks like, say, dragonscale armor:One of them is like this:
Code:tech_repeatable_megastructure_build_cap1 = { icon = tech_repeatable_megastructure_build_cap area = physics cost = @repeatableTechCost1 tier = @repeatableTechTier category = { computing } prerequisites = { "tech_mega_engineering" } weight = @repeatableTechWeight weight_modifier = { factor = @repatableTechFactor } potential = { is_country_type = default has_global_flag = tech_cost_exponential NOT = { has_global_flag = giga_buildcap_u } } ai_weight = { factor = 1.0 modifier = { has_policy_flag = tech_repeatable_megastructure_build_cap factor = 30 } } weight_groups = { repeatable } mod_weight_if_group_picked = { repeatable = 0.01 } modifier = { country_megastructure_build_cap_add = 1 } }
It will be researched by fallen empire, even the flag tech_cost_exponential is not set.
tech_dragon_armor = {
area = engineering
cost = @guardiantechcost
tier = @guardiantechtier #I believe this is the important part; FEs don't get guardian tech
is_rare = yes
category = { materials }
ai_update_type = all #This is for ship components, don't include it
weight = 0
#Make mega-engineering a prereq or something
weight_modifier = {
factor = 0 #And obviously weight shouldn't be 0
}
}
@guardiantechtier = @repeatableTechTier = @fallentechtier = 5, why @guardiantechtier will prohibit researching? I tried writting number directly, from "tier = 5" to "tier = 10", they all didn't work.FEs get 10 levels of each repeatable automatically. That might override the potential block in this case. You could try making a prerequisite tech that looks like, say, dragonscale armor:
Code:tech_dragon_armor = { area = engineering cost = @guardiantechcost tier = @guardiantechtier #I believe this is the important part; FEs don't get guardian tech is_rare = yes category = { materials } ai_update_type = all #This is for ship components, don't include it weight = 0 #Make mega-engineering a prereq or something weight_modifier = { factor = 0 #And obviously weight shouldn't be 0 } }
I have no idea. I'm not sure if what techs FEs get are defined anywhere in the scriptable part of the game (since it's everything except Crisis/guardian techs). The only thing I know for sure is that you can forbid AEs from having the habitat tech by restricting habitat tech to void dweller empires in the potential block, since I've done that. Perhaps a massive OR block in potential? Like:@guardiantechtier = @repeatableTechTier = @fallentechtier = 5, why @guardiantechtier will prohibit researching? I tried writting number directly, from "tier = 5" to "tier = 10", they all didn't work.
I have tried @guardiantechtier, also did not work.
OR = {
has_origin = origin_default
has_origin = origin_lost_colony
has_origin = origin_void_dwellers
... #Rest of normal empire origins, maybe with separatists and enlightened primitive origins too
}
potential = {
NOT = {
has_origin = origin_elder_race #I think this is the right origin name; not sure
}
}
I have tried it out. The effective method is setting "weight = 0"I have no idea. I'm not sure if what techs FEs get are defined anywhere in the scriptable part of the game (since it's everything except Crisis/guardian techs). The only thing I know for sure is that you can forbid AEs from having the habitat tech by restricting habitat tech to void dweller empires in the potential block, since I've done that. Perhaps a massive OR block in potential? Like:
Code:OR = { has_origin = origin_default has_origin = origin_lost_colony has_origin = origin_void_dwellers ... #Rest of normal empire origins, maybe with separatists and enlightened primitive origins too }
Alternately, this might work:
Code:potential = { NOT = { has_origin = origin_elder_race #I think this is the right origin name; not sure } }
However, I don't know if restricting via origin will work on FEs or only AEs (definitely works on AEs), since FEs don't build habitats anyways even if they have the technology. Also don't know if repeatables play by special rules. Does the machine FE get proclamation broadcasts?