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Its possible to change modifiers for existing techs. AFAIK its also possible to create new techs.

Problem is the AI is hardcoded to understand the existing techs, not changed or new ones. So there's no guarantee it will result in the AI taking advantage of new or changed capabilities as a result.
 

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Thanks, Bolt

1) So you can add techs that increase the modifiers, i.e., a next generation tank with +1 on its characteristics. But you would not want to create a new tank that also flies.

2) Is it just a matter of editing the tech.txt files and adding your text to the text.csv file?
 

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Re: Thanks, Bolt

Originally posted by fpolli
1) So you can add techs that increase the modifiers, i.e., a next generation tank with +1 on its characteristics. But you would not want to create a new tank that also flies.

2) Is it just a matter of editing the tech.txt files and adding your text to the text.csv file?

I haven't attempted to do this so I don't know for sure.

I do know that there *may* be maximum values for some things like defense factors, so you might want to be careful on exceeding maximums here.

For creating new techs, I think but don't know for sure you may need to add a tech description which would also involve a text.csv edit. Editing text.csv is not only dangerous ;) but also makes the game unable to be used by people that don't have the same HoI localization. Text.csv files are localized for Swedish and other language versions of the game.
 

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I have created a whole new set of technology's for most techs, it aint too hard, I wanted to simplify techs... no one else was interested haha.
 
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Is there a tutorial how to add tech?
 

Spooky

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Re: Re: Thanks, Bolt

Originally posted by Bolt


For creating new techs, I think but don't know for sure you may need to add a tech description which would also involve a text.csv edit. Editing text.csv is not only dangerous ;) but also makes the game unable to be used by people that don't have the same HoI localization. Text.csv files are localized for Swedish and other language versions of the game.

FYI, the Swedish version (aka Panvision's one) is also in english ...
 

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Re: Thanks, Bolt

Originally posted by fpolli
1) So you can add techs that increase the modifiers, i.e., a next generation tank with +1 on its characteristics. But you would not want to create a new tank that also flies.

2) Is it just a matter of editing the tech.txt files and adding your text to the text.csv file?

2) Pretty much. You can create graphics for it too.

1) Check the tech_template for some guidelines. Be forewarned that not everything mentioned in the template is accurate. For example, Manpower costs cannot be changed. Certain other items don't quite work as advertised.

I'd be careful altering values for unit files with multiple units(ie panzer). A -1 or -1(or +1/+2) HardAttack is a substantial reduction(bonus) for early units, but is pretty meaningless to later units. This makes it particularly difficult to balance things out...

I created some interesting(IMO) tech choices in each of the three doctrines: a player can choose to put emphasis on quality, quantity or no-emphasis(each choice cancels the others out). Quality choice raises attack, defense and move values and raises the cost and time to build....quantity lowers the three, and decreases cost and time to build....I wanted to change the mp requirements too, so naturally a country with low manpower might want to emphasize quality and try to make it's forces last longer....but, like i said, manpower is unalterable.

As bolt mentioned, there is also the question about whether the AI will use any changes....
 
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Have you tried activating new units? instead of giving modifiers, they would get a different tank. That way you could adjust the Manpower cost.
 

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Originally posted by madner
Have you tried activating new units? instead of giving modifiers, they would get a different tank. That way you could adjust the Manpower cost.

No, i stayed away from models because of the balancing problems later. You still also maintain choice with models and that was something i wanted to keep constant - when you go to produce the unit you can select which one to produce. i wanted to simulate some meaninful choices for players, but without creating anything more complicated - i add a choice, but remove a choice so overall, it is complication neutral :)