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Research tree replacing/blocking another

Archonon

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Hi guys,

I'm modding away here and wanted a refresher from someone in the know. I'm interested in putting a choice, where if I choose one research path, another that was available will then be blocked off.

Was this done by putting both research upgrades on the same hp in the science station? Or was there a more elaborate process of making one choice cancel another?

On a similar line, I want to make a "refit" version of a ship through research. I know I can make a duplicate odf/sod and add a letter or something (IE fcruise1 to fcruise1a) where I can upgrade the ship through a "special weapon" but is there a way to have a newer version of a ship replace the old one, where choosing the old one is no longer an option after you upgraded?

For example: I have a Constitution and through research develop a Connie Refit. Is there a way for the Connie Refit to replace the normal Connie on the build list (The old Connie doesn't appear anymore, only the refit) once it's been researched?

If anyone knows, drop me a line. Thanks folks.
 

CABAL

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I think that the diverging tech-trees can be done in A2 by putting two pods on the same hardpoint, but there's nothing stopping you from just building another one of those stations and building the other pod there to get the other branch. Replacing an item in a build list can not be done in stock A2.

These can be done in FO3 via the buildItemXAvailability and buildItemXAvailabilityParent commands, but it's kind of messy.

FO4 has a new XML techtree that can do everything you want and does it more neatly than FO3's ODF commands.
 

Archonon

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Thanks for the response Cabal.

I sort of remembered being able to put two pods on the same hp. And you're right, you can get around that building the station again. However I think you can get around that by using the tech1.tt to have specific tech require specific pods.

I've never tried Fleet Ops, I understand that it's much more versatile that stock. Much of the ships/stations I'm modding into my game are not FO compatible I think (Unless everything is). But I've always been curious about it.

I appreciate the info.
 

kjc733

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The b5 mod used this approach for deciding if you were a good guy or bad guy, they had a non-destructable base at the start which was not on any construction ship list and so could not be rebuilt. I guess you could do something similar, although if you wanted you could make the pod tech dependant (i.e the base is there from the start but you have to research the pods).
 

Archonon

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Thanks kjc733

That's were I got my idea from. We made the mod very tech dependent, specific ships/stations required specific tech researched and there was a research station that acted like a timeline archive where you "researched" events (Minbari War, Coming of the Sahdows, etc).

I'm trying not to mess with the stock races too much in terms of their standard game units so that the SP campaign is still playable. I think I can do that by simply adding an odf to the starting construction ship and have that build the stations, etc that add the new stuff to instant action. Don't know if that means I'll be able to use all the new stuff in the campaign also but that's be a trip. Lol.

Appreciate it bro.
 

Rifraf

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Forgive my ignorance, but is this stock A2 or Fleet Ops or a mod in Fleet Ops?
 

Archonon

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I just asked you this same question in your own thread about the starbase and the trade station! :lol2:

It's stock A2. Since I combine many different mods together, I need to use stock. FO isn't compatible with most mods as far as I recall (Excuse my ignorance if I'm wrong).
And I can't even take advantage of the community patch, I use good ol' 1.1. Believe me to make this work, I could use that max build object command. lol
 

Rifraf

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Well, you can use a mod inside FO. I made an updated version of the Upgrade Project 2.0 mod that was originally for stock A2, but mine is a mod inside FO. You can leave it stock or you can actually then use all the things in FO in your mod.

Mods with FO features can only be released on the FO site I believe, but you can go crazy with it all if you're only using it for yourself.
 

CABAL

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FO isn't compatible with most mods as far as I recall (Excuse my ignorance if I'm wrong).
They fixed that a while ago, actually. The renamed lines (such as resource costs) were changed back to stock a few versions ago. I think some sprites may be missing, but the Classic Mod includes those. FO4 also includes config file lines to control shield scaling so you can get the original size back. XML techtrees are pretty awesome, too.

Mods with FO features can only be released on the FO site I believe, but you can go crazy with it all if you're only using it for yourself.
You can release those wherever. We have a Fleet Ops section here. Just double check with the FO devs about redistributing their art assets.
 

Rifraf

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I was going to go back and edit my post, but Cabal beat me to it. You can either make your mod a stand alone mod inside FO or you can use the Classic mod (or any mod already stand alone) as a parent mod for your mod. You piggy back your mod onto another utilizing the features of one then you can add only what you want to your mod.

I too use the 1.1 patch. I never even tried the 1.2.5 by the FO team.
 

Archonon

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Thanks for that update Cabal. I have never tried FO, I think I downloaded one of the first versions and couldn't see any models or odfs or anything so I didn't install it. I might have to take a look at it in the near future. I'd have to learn FO from scratch, that's why for now I still work stock A2.

Rifraf, here's the gist of what I mean: For the UFP, I'll edit the starting construction ship to build a research station we'll call "Memory Alpha". In that station you can build one of 3 timeline "events" pods, all in the same hp. You can choose: 1. Post Romulan War Expansion (Pod 1), 2. Narada destroys the USS Kelvin (Pod 2) or Rise of the Terran Empire (Pod 3).

If you choose pod 1 you get Prime Universe tech, pod 2 Kelvin timeline tech or pod 3 Terran Empire tech. What I'll do from there is that each unit that appears in whichever timeline is tied to the corresponding pod in tech1.tt. (IE Connie Refit has a requirement of Pod 1, alongside it's other normal research requirements) so you can't build the unique tech from one universe in the other.

The Max build units from 1.2.5 would allow me to limit just one Memory Alpha so you can't build other pods in other memory alphas at the same time, not sure if there is an equivalent in stock A2. But since the mod is basically for me to enjoy and the AIP will build only one side (Probably the TE) I don't have to go to crazy with this. I promise not to cheat with myself when playing. Lol.
 

Rifraf

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That does sound neat. One thing you could do in lieu of the 1.2.5 patch is if you don't use latinum then assign say 50 latinum to the UFP in it's race odf under starting resources and make pod 1, 2 and 3 each cost 50 latinum. That way you can only spend the 50 latinum on one of the pods and no more.

Or if you use latinum in your game then assign 50 biomatter to each pod and give the UFP 50 biomatter to spend.

Either way you then make sure the freighters are not capable of collecting latinum or biomatter so the race has no chance of collecting more.
 

Archonon

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That's a terrific idea Rifraf! I think I will set that up, thanks! :thumbsup:

I'm working on the UFP/TE right now, so I'll set up the pod or "historical milestone" to work with a single dose of biomatter. The race then gets to enjoy 3 different universes to choose from...well, mostly. UFP Prime and UFP Kelvin share the same first tech tree from ENT era through "Romulan Wars". But their techs diverge from there.

Now if only I knew how to mod SP campaigns...and make CGI films...and had and a budget...and talent...ugh, better not dwell on it. I'll have my campaign story in my head, woot!

Btw, it seems that some of the models I'm incorporating are compatible with both stock A2 and FO. I see some labels in their odfs that are not from stock, IE buildableByRaceOwner: 1.

If I'm playing stock, do I need to remove these lines? I imagine they don't work in stock but would they cause crashes or something if I don't remove them?
 

Rifraf

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Btw, it seems that some of the models I'm incorporating are compatible with both stock A2 and FO. I see some labels in their odfs that are not from stock, IE buildableByRaceOwner: 1.

If I'm playing stock, do I need to remove these lines? I imagine they don't work in stock but would they cause crashes or something if I don't remove them?
You may just have to try it. If it doesn't crash then you're fine. Since the commands are from FO they probably won't be recognized in stock A2.
 

Archonon

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Gotcha, thanks for all the suggestions and help. Putting in the UFP/TE ingame now.
 
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