Freeorion technology tree

Creation, discussion, and balancing of game content such as techs, buildings, ship parts.

Moderators: Oberlus, Committer

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DarthNihilus
Space Krill
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Joined: Sun Feb 28, 2016 5:35 pm

Freeorion technology tree

#1 Post by DarthNihilus »

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?

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Geoff the Medio
Programming, Design, Admin
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Joined: Wed Oct 08, 2003 1:33 am
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Re: Freeorion technology tree

#2 Post by Geoff the Medio »

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.

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MatGB
Creative Contributor
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Joined: Fri Jun 28, 2013 11:45 pm

Re: Freeorion technology tree

#3 Post by MatGB »

DarthNihilus wrote: Can I for ex. manually add a totally new branch from scratch?
Yes, definitely, I did it once.

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.

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Vezzra
Release Manager, Design
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Re: Freeorion technology tree

#4 Post by Vezzra »

DarthNihilus wrote:Is it fully customizable like in Space Empires 4, or there are some hardcoded things?
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).

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