Deactivating tech

safetoss

New Member
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0
Hello!

I'm trying to make a map with a techtree such that when you research one upgrade, some other upgrades will beome unavailable.
But there is no "prevented by" option among the techtree ones in the object editor.

How do I do it? Does it have to be done by triggers?
I would be grateful for advice.
 

Squeekems

TH.net Regular
Reaction score
11
I do not know, but I am currently working on a map where I want to limit the number of structures of a type that one player can make. To do that, I made it so that when a player finishes construction of the building, all of the workers are replaced with workers that cannot build that structure. Maybe you can do the same sort of thing if there are no better solutions.
 

Accname

2D-Graphics enthusiast
Reaction score
1,463
There is no way you can do this with the object editor data. One possibility would be to deactivate certain updates for a player after you have researched certain others. Thats failry simple.
Code:
Event
 A unit finishes a research
Condition
 Research == SOME_UPGRADE
Action
 Player - disable SOME_OTHER_UPGRADE for owner of Triggering Unit

But it wouldnt look too nice since the button will just disappear and not be grayed out as if it would be if you just dont have the requirements.
However, this would be fairly hard to pull off, best bet to use dummy units somewhere placed on the map, these dummy units are the requirement for the tech, and when the other tech has been researched you remove the dummy units. But units take quite an ammount of memory so it would be kind of a waste.
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
Reaction score
613
If you intend to make other upgrades unresearchable, you could manipulate the requirements. Create default dummy units that are requirements for your upgrades, and leave them on the map for players. Then remove those units after the upgrade is researched, and you can no longer research other upgrades.
 

death_knight

Dark is the heart of a corrupted man.
Reaction score
24
I'm not sure if this will work because I haven't tested it myself, but setting the maximum research level to 0 could work.
 

safetoss

New Member
Reaction score
0
A follow up question, I only managed to set research max level 0 for the tech I want to disable, and I can't find the 'triggering player' option. Am I doing something wrong?

What I managed to do was:

A unit finishes an upgrade.
(Researched tech type) = SOME_UPGRADE
Set Max Level of OTHER_UPGRADE to 0
 

safetoss

New Member
Reaction score
0
I found the triggering player thing now.
But the trigger still doesn't work.
Is it because of the max level to 0 thing?
 

Amn

Member
Reaction score
18
there's a Techtree - Requirement on every Research, try that

edit: oh nevermind. you want to disable.
 
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