Is it fully customizable like in Space Empires 4, or there are some hardcoded things?
Can I for ex. manually add a totally new branch from scratch?
Freeorion technology tree
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- Geoff the Medio
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Re: Freeorion technology tree
The whole tech tree is (currently) scripted in techs.txt Nothing (almost?) is hard-coded. Same for the buildings, specials, species, ship parts, ship hulls, and such, in their respective files in the default directory.
Re: Freeorion technology tree
Yes, definitely, I did it once.DarthNihilus wrote: Can I for ex. manually add a totally new branch from scratch?
Be aware of the chance you might break the AI, which has lists of research priorities elsewhere, but generally speaking if it comes across something it doesn't know about it ignores it so it's unlikely to be a problem.
Mat Bowles
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Re: Freeorion technology tree
As someone who comes from the Space Empires corner myself (have been playing SE III, IV & V), I can say that FO is at least as customizable as SE IV&V (if not even more so).DarthNihilus wrote:Is it fully customizable like in Space Empires 4, or there are some hardcoded things?