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Just to clarify they are not spawning in on planets, just showing the storage option under strategic resources.
i like new tech but with most mods i feel like there is to much
Nothing like "nhsc_tech_new_age_warfare" or the other one was at the top of the research lists so I can only assume it was some hold-over dependency, not in the mod, from the original version that the command satisfied? idk I'm not a modder
As to @green.tea.mattya, that's something carried over from ESC main, doesn't make a difference in terms of actual functionality since that flag is always referred to in that way but I might let NHunter know if I remember next time we chat.
## Gravity Manipulation Engines ##
############################################
nhsc_tech_advanced_thrusters_2 = {
area = engineering
category = { propulsion }
tier = 6
cost = @techTier6cost1
weight = @techTier6weight1
ai_update_type = all
prerequisites = { "nhsc_tech_gravity_manipulation" } <== CHANGE???
is_rare = yes
I think this one suffers from the same problem.
nhsc_tech_gravity_manipulation has been set to always = no
Change to "nhsc_tech_advanced_thrusters_1" I think.
>nhsc_building_materials_laboratory
>NOT = { has_country_flag = nhsc_advanced_materals_laboratory_queued }
typographical error(mater i al)
prerequisites = { "nhsc_tech_enigmatic_energy_harvesting" }
Since you disabled "nhsc_tech_enigmatic_energy_harvesting", it's impossible to get the weapon techs.
Example:
nhsc_tech_enigmatic_lash = {
area = physics
category = { particles }
tier = 4
cost = @tier5cost1
weight = @tier5weight1
ai_update_type = military
prerequisites = { "nhsc_tech_enigmatic_energy_harvesting" } <== DELETE???
is_rare = yes
is_reverse_engineerable = no
It's fine, I mean I guess at most you could make circle them in green and then add a key to your OP though it's not that big a deal. Overall though I just wanted to clarify as to whether this mod reduced the tech's from ESC down to something like 15 or so (just pulling a guestimated number re the rings).
To answer your question though, most techs in the image are from the original ESC, with the exceptions being the prerequisites for ESC techs. The ones crossed out in red are ESC techs I have completely removed, with the yellow circles indicating some modification from main ESC. Usually either due to my removal of a prerequisite tech or due to the component costing an ESC specific resource like enigmatic energy or psionic charge.
was trying to have this one with alpha mod, but this overrides the ressources
@pvt900 check out the tech tree image above. If an item is crossed out its not in the mod, if it has a yellow circle around it that means I modified it in some way to make it work. This could be for prerequisite tech or resource cost.