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    Technology & Tech Trees - how to make one tech unlock another tech

    Scheduled Pinned Locked Moved Feature Requests & Ideas
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    • cameronC Offline
      cameron
      last edited by cameron

      Technology & Tech Trees - "how to make one tech unlock another tech"?
      this seems to have been asked in different ways over the years but i failed to find a clear answer. i'm guessing that there is no simple way of doing this with the standard tech system - just the age of tribes way... but hopefully i'm wrong?

      is there maybe a way to make unlocking a special unit require two techs?

      edit: dammit, thought i was making this in the map making sub... not allowed to delete so apologies for putting it in the wrong place... although if i'm correct about it being impossible then i guess it is a feature request...

      W 1 Reply Last reply Reply Quote 0
      • W Offline
        wc_sumpton @cameron
        last edited by

        @cameron

        More information is needed to understand what you are trying to accomplish.

        That being said, tech can be handled with triggers. In PoS2:

        <attachment name="conditionAttachmentAmericans4" attachTo="Americans" javaClass="RulesAttachment" type="player">
           <option name="techs" value="jetPower:warBonds" count="2"/>
        </attachment>
        

        Reads the jetPower and warBonds techs. Then triggers can be designed to read this comdition:

        <attachment name="triggerAttachmentAmericans8_TacticalAirUse" attachTo="Americans" javaClass="TriggerAttachment" type="player">
            <option name="conditions" value="conditionAttachmentAmericans4"/>
            <option name="support" value="supportAttachmentFighter"/>
           <option name="uses" value="1"/>
        </attachment>
        

        This trigger is designed to fire after both jetPower and warBonds tech have been granted to Americans.

        As I said, more information is needed to understand what you are trying to accomplish.

        Cheers...

        cameronC 1 Reply Last reply Reply Quote 2
        • cameronC Offline
          cameron
          last edited by

          context:
          i'm still modding steampunk advanced.
          there is a tech "armour" that unlocks multiple units - different tanks plus some rather uber monstrosities. i would like to separate off the most OP one [heatrayTripod] into another tech that only becomes available after one has gained "armour".

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          • cameronC Offline
            cameron @wc_sumpton
            last edited by

            does the trigger you suggested just give them the tech? or make it available for future research?

            W 1 Reply Last reply Reply Quote 0
            • W Offline
              wc_sumpton @cameron
              last edited by wc_sumpton

              @cameron

              The condition checks for given tech. The trigger grants a unitSuppportAttachment,

              To give a tech with triggers use the "tech" key word, to add remove tech from development use "availableTech".

              Cheers...

              1 Reply Last reply Reply Quote 2
              • cameronC Offline
                cameron
                last edited by

                finally got this working. dunno what i did wrong the first time... sometimes you just need to delete it and start again. 😉

                thanks for the help. 🙂

                <attachment name="conditionAttachmentPlayerAT1" attachTo="Player" javaClass="RulesAttachment" type="player">
                	<option name="techs" value="ArmouredWarfare" count="1"/>
                </attachment>
                <attachment name="triggerAttachmentPlayer_NewTech" attachTo="Player" javaClass="TriggerAttachment" type="player">
                	<option name="conditions" value="conditionAttachmentPlayerAT1"/>
                	<option name="availableTech" value="Advanced:MartianTechnology"/>
                	<option name="uses" value="1"/>
                </attachment>
                
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