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Author Topic:   Alpha.txt-User Techs 0-9
BusterMan posted 05-06-99 03:46 PM ET   Click Here to See the Profile for BusterMan  
Has anyone wondered how to make these technologies? If you know please reply.
-Parker
BusterMan posted 05-07-99 04:32 PM ET     Click Here to See the Profile for BusterMan    
Is anyone going to tell me about this?
Goobmeister posted 05-07-99 05:04 PM ET     Click Here to See the Profile for Goobmeister  Click Here to Email Goobmeister     
I will gladly tell you all I know about adding new technologies.

....

There that is all I know, if anyone else has more information I am sure that B.man and myself could benefit.

Goob

Al Gore Rythm posted 05-07-99 06:26 PM ET     Click Here to See the Profile for Al Gore Rythm    
B-Man n' Goob, be sure to actually read all of Alpha.txt before asking. Inside there is some help on each topic.

Anyway, the User Techs have quite a few uses. Mostly, they can be used to segregate the tech-tree to make individual trees for the different factions (or for mods.) They can also do things like increase the production of such and such in Fungus, and other such global variables (discover a free tech and so on.) You can also throw them in to be "Technology Fodder" to elongate the tech tree and make those key technologies alittle higher up.

BusterMan posted 05-09-99 10:12 PM ET     Click Here to See the Profile for BusterMan    
Thanks Al.
-Parker
The Builder posted 05-10-99 06:01 AM ET     Click Here to See the Profile for The Builder  Click Here to Email The Builder     
If I am not wrong, you also can set this User technologies as required for chassis, weapos, armour or even special abilities.

You only have to set a short name for the UserTech and use this short name on the right position. Of course, I think you have to change the text in all the help files ( look through anything with a .txt-ending), if you want your changes shown correctly in the game.

Up to the Sky!
The Builder

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