Age of Wonders: Planetfall

Age of Wonders: Planetfall

Research Rescaled
12 条留言
Walayimuna 2023 年 3 月 3 日 上午 4:47 
I wish there was a mod like this, but instead with multipliers, like tech cost x2, tech cost x5, tech cost x10, and so on, so that you actually use the units you research for a significant amount of time, as the game it is now, you build some and them ignore building units until you mass produce max level ones
BTAxis 2022 年 6 月 11 日 上午 1:54 
I made an updated version of this mod. It's available here .
Valisk 2022 年 5 月 18 日 下午 2:37 
how i can edit that mod file to change tech costs?
Pumpkin-King 2021 年 8 月 26 日 下午 2:31 
Do you know of a way to disable repeatable techs?
Zorander 2021 年 1 月 11 日 下午 5:53 
Yes, I saw that as well. The individual techs only have a tier level and an additional modifier that Triumph doesn't really seem to use. It's also set to 0 for the T11 techs, so I assume it can't be a multiplicative modifier? Otherwise they'd be free.
I feel like I went through most of the tech-related packs now and still haven't found this central one that apparently controls tech costs.
Do you remember which one it is?
\Content\Title\Packs\TechGroups\Definitions_TechGroups.rpk has a category called Definitions Techgroups - Cost Data which seems to control operation costs but not tech costs? It also only goes up to T9. Sorry for spamming your comment section with this :/
Apoplekt  [作者] 2021 年 1 月 11 日 上午 6:39 
Thanks for doing pre-research. I don't think there is an easy way to see the edits from the mod files, even for myself I have to depend on memory, so you'll probably have to take my word for it. Afaik, the entry for each individual tech only allows you to change how much extra (or less) cost it has from its tier's definition, so for sweeping changes you should be looking for another file which defines the tier itself.
Zorander 2021 年 1 月 11 日 上午 1:48 
Thanks for the quick reply. I got the game recently and the tech cost curve immediately seemed wrong to me. I think your changes to the tech tree scaling are rather reasonable.

I'm currently trying to look into this myself using the modding tools. The endless research options seem to be handled via ...\Content\Title\Packs\TechGroups\Endless_Skills-Techgroups.rpk and are just considered to be T11.
Is there a way for me to see the changes you're doing in your mod's "Research Rescaled.acp" file or is it basically closed source?
Apoplekt  [作者] 2021 年 1 月 10 日 下午 11:51 
As previous comment said, probably not? I'll attempt to check/fix soon(tm).
Zorander 2021 年 1 月 10 日 下午 4:57 
Does this mod still work seamlessly with the Star Kings expansion?
SQW 2020 年 12 月 28 日 下午 4:40 
Nice idea but your borked the [future tech] research so they become extremely cheap to research comparable to mid techs requirements.
Marianojoey 2020 年 11 月 29 日 上午 3:23 
nice idea. :D
XxMaximusxX 2020 年 5 月 27 日 上午 7:25 
I've felt the same regarding research in this game. Interested in giving this mod a try.