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MegaPIMP

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name = TECH_APP_LAND_DOC_2_2_NAM
desc = TECH_APP_LAND_DOC_2_2_DESC

Are these important in any way? If I leavet hem empty will the tech still work?
And if I create a new tech and TECH_APP_LAND_DOC_2_99_NAM, will that one work?

Havards hacking heaven seems to be down...

Thanks for any answers!
 

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Take a look in the text. txt file, there you will find similar lines with the tech name after them, so if you delete the lines the tech will work byt you will get UNKNOWN STRING WANTED instead of description and name.
 

unmerged(13914)

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Jan 20, 2003
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You do not have to provide a name for the tech, or a description, in the "text.csv" file. You can write anything you need directly into the tech file.

For example if you have this:

Code:
application = { # Semi-Automatic Breech
			id = 14001
			name = TECH_APP_ARTILLERY_1_1_NAME
			desc = TECH_APP_ARTILLERY_1_1_DESC

You can replace it with this:

Code:
application = { # Semi-Automatic Breech
			id = 14001
			name = "MegaPIMP's Secret Artillery Tech"
			desc = "This tech increases the rate of fire by recruiting young,
impressionable female gunners and dressing them in skimpy clothing. 
Effect is nullified by the Minister of Public Morality."

Whatever appears in the quotation marks will appear in the appropriate part of the tech window. EDIT: one thing you may find awkward is the way the text breaks in the window. Some trial and error is sometimes required.
 
Last edited:

unmerged(13914)

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I don't think you can add a new type of unit.

If you mean you're adding a new model to the existing infantry type, you need to activate the new model, like this:

Code:
application = { # Early Tank (MG)
			id = 2006
			name = TECH_APP_ARMOR_1_6_NAME
			desc = TECH_APP_ARMOR_1_6_DESC
			
			required = { 2005 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = new_model which = armor value = 1 }
			}

The models are automatically numbered starting from 0 based on where they appear in the model file, like this:

Code:
# 0 - Pre-War tank
model = {
	cost 					= 14
	buildtime	 			= 180
	manpower 				= 7
	maxspeed 				= 4
	defaultorganisation 	= 30
	grounddefence 			= 1
	airdefence				= 1
	softattack				= 4
	hardattack				= 2
	airattack				= 1
	transportweight			= 30
	supplyconsumption 		= 2
	fuelconsumption			= 4
	speed_cap_art			= 4
	speed_cap_eng			= 4
	speed_cap_at			= 4
	speed_cap_aa			= 4
}
# 1 - Early Tank (MG)
model = {
	cost 					= 16
	buildtime	 			= 150
	manpower 				= 7
	maxspeed 				= 8
	defaultorganisation 	= 30
	grounddefence 			= 1
	airdefence				= 1
	softattack				= 5
	hardattack				= 2
	airattack				= 2
	transportweight			= 30
	supplyconsumption 		= 2
	fuelconsumption			= 2
	speed_cap_art			= 8
	speed_cap_eng			= 8
	speed_cap_at			= 8
	speed_cap_aa			= 8
}

So if you create a new infantry model, you have to decide whether it will appear BEFORE the existing infantry model in the list (and so be model 0) or AFTER (making it model 1). Then you need to put an activation command for that model into some tech that you can build. Then your new infantry model will appear in-game, in the "add a division" list for infantry.

It doesn't need a new sprite, it will take the sprite of whatever category it belongs to.