ENDLESS™ Legend
103 ψήφοι
Twelve Techs per Era
   
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Αγαπημένο
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TYPE: Extension
CONTENT: Balance, Gameplay
Ετικέτες: UGC
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10.198 MB
17 Αυγ 2018, 11:31
25 Φεβ 2019, 23:57
3 σημειώσεις αλλαγών ( προβολή )

Συνδρομή για λήψη
Twelve Techs per Era

ΠΕΡΙΓΡΑΦΗ
Increases the tech count required to ascend to a new era to twelve.
55 σχόλια
Vacuity  [Δημιουργός] 21 Ιουν 2024, 14:05 
Hmm, never tried, and as I made these years ago, I don't remember much of the internal workings any more. Sorry.
Question 21 Ιουν 2024, 13:59 
Hi, i was wondering if its possible to change it so that it only counts tech from the previous era, instead of all previous eras? E.G. to unlock tier 3, you would need X tier 2 techs, instead of a mix of tier 1 + 2 techs.

I tried many things in the class file, but it just doesnt work :(

E.G. <SimulationModifierDescriptor TargetProperty="Era3RequiredUnlockedTechnologyCount" Operation="Addition" Value="$(Era2UnlockedTechnologyCount)"/>
Vacuity  [Δημιουργός] 7 Μαϊ 2024, 23:07 
I'm glad it meets a satisfactory minimum for you. ;)
LuckyBrock07 7 Μαϊ 2024, 22:53 
I find this modification to be acceptable in many ways. Thanks. :)
piddyx 1 Σεπ 2023, 14:29 
brilliant idea
LoadofCode 12 Ιουλ 2023, 21:19 
Thanks for the quick reply!
Vacuity  [Δημιουργός] 12 Ιουλ 2023, 19:27 
They're out-teching you.
LoadofCode 12 Ιουλ 2023, 19:23 
Brand new to the game so I could be wrong. I'm playing wild walkers and an AI hit the second era before I finished researching my 7th tech. It's it possible the AI isn't being held to 12, or just that their science dwarfs mine?
ffomecblot 6 Σεπ 2022, 13:39 
Hi, I'm still using this mod for the pacing, and it works with ELCP 2.7.8
clop1000 4 Δεκ 2021, 1:23 
I mean can you create a new mod with fewer technologies needed per turn?