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[Resolved] How to remove technologies from the base game

Posted: Mon Oct 02, 2017 3:53 pm
by Meppi
I'm experimenting with continuously firing beam laser turrets.
The laser-turret-speed tech chain doesn't make any sense in this context and creates problems.

I changed the effects to 0 as a workaround, but it's still visible and researchable.
How can i remove that tech chain from the game in a mod?

Re: How to remove technologies from the base game

Posted: Tue Oct 03, 2017 8:58 am
by bobingabout
I'm not 100%, but I think you add the tag enabled = false to the technology.

Re: How to remove technologies from the base game

Posted: Tue Oct 03, 2017 11:13 am
by Meppi
That worked, thanks a lot!

Re: [Resolved] How to remove technologies from the base game

Posted: Thu Oct 05, 2017 1:30 am
by eradicator
Completely removing the tech will affect all turrents including modded ones tho. So unless you're planning to procedurally replace and rebalance all turrents added by any mod a player has installed...this might not be a wise choice. Also you're then relying on mods loaded after yours to not reenable it ^^.

Re: [Resolved] How to remove technologies from the base game

Posted: Thu Oct 05, 2017 5:11 pm
by Meppi
That's true but it's more of a prove of concept at this point. I'm not even sure that i like it better than Klonan's version.
And it creates problems like the attack speed research and broken damage tooltips.