Stellaris

Stellaris

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Flexible Tech Prereqs
   
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22 Apr, 2017 @ 2:20pm
13 May, 2020 @ 1:45am
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Flexible Tech Prereqs

Description
Modifies a few technologies (mostly weapons) to show up if you skipped past their original prerequisite, for example by getting a higher-tier version from salvage. Exact changes listed below.

Created this because I was tired of accidentally leapfrogging weapons like Autocannons and having to go back to research a weapon that was already worse than what I had. Also one memorable time I never picked up Zero Point Power because I got Enigmatic Power Cores first and couldn't figure out why Mega-Engineering wouldn't pop; I thought that was a bit silly.

Works with Ironman but overrides tech data so it does disable achievements.

Physics
Proton Torpedoes:
  • Old: Lasers IV
  • New: Lasers IV or V
Shield Capacitors:
  • Old: Shields III
  • New: Shields III or higher, or Dark Matter Deflectors, or Psionic Shields
Jump Drive:
  • Old: Zero Point Power
  • New: Zero Point Power or Dark Matter Power Core
Matter Generators:
  • Old: Zero Point Power
  • New: Zero Point Power or Dark Matter Power Core

Engineering
Autocannon:
  • Old: Mass Driver II
  • New: Mass Driver II or higher
Flak Battery:
  • Old: Mass Driver II
  • New: Mass Driver II or higher
Kinetic Battery:
  • Old: Mass Driver IV
  • New: Mass Driver IV or V
Swarmer Missiles:
  • Old: Missiles II
  • New: Missiles II or higher
Mega-Engineering:
  • Old: Battleships, Citadels, and Zero Point Power
  • New: Battleships, Citadels, and either Zero Point Power or Dark Matter Power Core

Any bugs, report 'em here.
17 Comments
Pode 1 Mar, 2018 @ 11:13pm 
I forgot all about this and didn't even attempt to overwrite specific starting techs instead of the whole file. Get hold of Risa and see if he'll roll this into his unofficial patch mod. This is an essential bugfix, thanks for keeping it going.
LowBeyonder  [author] 1 Mar, 2018 @ 8:53pm 
Nope, still exists. Though with everyone getting access to all three weapon trees and some of the pre-reqs reduced, it comes up less often.
Raider1 1 Mar, 2018 @ 7:33pm 
Thanks for the 2.0 update! Is this still not sorted out in 2.0?
LowBeyonder  [author] 29 Apr, 2017 @ 6:22pm 
Ah, I'd read there was a bunch of weirdness around starting techs so I haven't gone anywhere near those. That might be part of it.
Pode 29 Apr, 2017 @ 12:36pm 
The oddness extends to non-FTL starter techs also, I'm getting my new ones to show up without localization because the vanilla ones are being duplicated not overwritten.
Pode 29 Apr, 2017 @ 10:57am 
Playing with it, it seems to be a case of unique wierdness with the starting FTL drive components and their related techs. So it seems I have to overwrite the vanilla but you don't.
Pode 23 Apr, 2017 @ 1:16pm 
Will do as soon as I get a chance
LowBeyonder  [author] 23 Apr, 2017 @ 10:05am 
Cool, post back if you do find out it's still an issue and I just can't reproduce it for some dumb reason.
Pode 23 Apr, 2017 @ 9:13am 
Well, time to redo my PreFTL mod and see if I can still force FTL to show up once researched then. Thanks for clueing me in on this change, will make compatibility patches a thing of my past.
LowBeyonder  [author] 23 Apr, 2017 @ 9:05am 
Yep, checked the ship builder and no issues. I'd be surprised if it had since ship components have their own definition files but you never know.

And yeah, finish_research is good but doesn't let you skip pre-reqs, I had to wait for someone else to develop tier 3+ stuff and go murder them to test that part.