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Requirements and Future Tech
Posted: Thu May 22, 2025 5:26 am
by keykeypi
Does tech requirement work on future techs?
Re: Requirements and Future Tech
Posted: Thu May 22, 2025 11:42 am
by cazfi
No, they don't work as real techs enough for the Tech reqs code to handle them. But it's a good idea to somehow add support for them to the requirements system (not sure if we can extend Tech reqs code to handle them, or would this be a completely new requirement type)
Re: Requirements and Future Tech
Posted: Thu May 22, 2025 11:46 am
by cazfi
Re: Requirements and Future Tech
Posted: Fri May 23, 2025 12:19 pm
by cazfi
Actually you should already be able to use MinTechs requirements for this effect, though it requires a bit more effort than a dedicated requirement type.
Re: Requirements and Future Tech
Posted: Sat May 24, 2025 3:11 pm
by Ignatus
cazfi wrote: ↑Fri May 23, 2025 12:19 pm
Actually you should already be able to use MinTechs requirements for this effect, though it requires a bit more effort than a dedicated requirement type.
Well, it likely works if the tech tree is guaranteed to have no holes and if you first count all the techs in ruleset.
Re: Requirements and Future Tech
Posted: Sun Sep 07, 2025 3:20 pm
by shanestuart
Generally, tech requirements only apply to current or already-unlocked technologies. Future (unresearched) techs usually don’t satisfy those conditions until they're actually completed. Depends on the game or system though — some mods or systems might behave differently.