Age of Wonders: Planetfall

Age of Wonders: Planetfall

Research Rescaled
12 Comments
Walayimuna 3 Mar, 2023 @ 4:47am 
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 11 Jun, 2022 @ 1:54am 
I made an updated version of this mod. It's available here .
Valisk 18 May, 2022 @ 2:37pm 
how i can edit that mod file to change tech costs?
Pumpkin-King 26 Aug, 2021 @ 2:31pm 
Do you know of a way to disable repeatable techs?
Zorander 11 Jan, 2021 @ 5:53pm 
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  [author] 11 Jan, 2021 @ 6:39am 
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 11 Jan, 2021 @ 1:48am 
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  [author] 10 Jan, 2021 @ 11:51pm 
As previous comment said, probably not? I'll attempt to check/fix soon(tm).
Zorander 10 Jan, 2021 @ 4:57pm 
Does this mod still work seamlessly with the Star Kings expansion?
SQW 28 Dec, 2020 @ 4:40pm 
Nice idea but your borked the [future tech] research so they become extremely cheap to research comparable to mid techs requirements.
Marianojoey 29 Nov, 2020 @ 3:23am 
nice idea. :D
XxMaximusxX 27 May, 2020 @ 7:25am 
I've felt the same regarding research in this game. Interested in giving this mod a try.