Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I'm assuming this is for the probe? In which case it shouldn't be happening, and glancing at the code there's nothing that should be causing this. I'll do a test to check to be sure. If it is default unlocking all the techs then it's definitely not this mod, because I've made no changes to existing vanilla techs. It's possible this is a weird compatibility issue.
I've been meaning to update this mod for a while to reflect the combat overhaul that happened a long time ago, so this might give me enough reason to try and return now I am less busy however to answer your question.
Unless things have changed all the mod parts that can upgrade should upgrade.
The only difference are those that are upgrades to vanilla weapons in the game, I can't make those autoupgrade without editing the vanilla files, which I don't want to do for compatibility purposes.
It's not really that simple.
If I make my mod overwrite the vanilla files then it becomes a competition based on load order for any other mods that overwrite that file. Whatever is loaded last will get the final say in what the vanilla file looks like.
Say for example I have an upgrade for Weapon A in my file and another mod has an upgrade for Weapon B in their file. Which loads last will break the other, in my case the other mods Weapon B would stop upgrading, or the other mod would cause my Weapon A to stop upgrading.
A compatibility patch might fix that. But if my mod and someone elses mod both have weapons that upgrade from a vanilla weapon then a judgement still has to be made over which takes priority. And then there's the fact countless mods exist with different weapon trees that may or may not be used means that patch will just get longer and longer and longer as every single possible combination is accounted for.
Say for example my mod and another mod has an upgrade to Weapon A, then I must choose between my version of Upgraded Weapon A or the other mods version of Upgraded Weapon A, since one weapon can't really upgrade into two different ones. Moreover any time the other mod adds new weapons I'd have to go through and grab all the IDs for those weapons to update my compatibility patch to reflect their changes. Which is a lot of work for no real gain on my part, as it's easier to just cut out all the management.
It's much easier to just have the original weapons handle like they do and then any original upgrades become optional, because that way I can guarantee no conflicts and the base game balance is preserved if someone doesn't manually apply them.
Again, there's only a few weapons in the game that won't be used by autoupgrade, and even then those weapons are given higher priority to the AI so eventually the AI auto designer will shuffle the techs around to include them in designs. No different than the AI designer having to shuffle its starting weapons when you unlock neutron launchers or the like.