Research Unleashed - Version 2.2
- Retreat1970
- Posts: 1125
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RE: Research Unleashed - Version 2
It should be fine. I looked at your scripted research path and the next construction tech is 3rd (105) right after energy collection (123) and shields (95).
As far as freighters in pre-warp, the private sector pays, and it gives a nice early income boost to the AI. Also what about the mines the AI builds? They start building mines quickly.
As far as freighters in pre-warp, the private sector pays, and it gives a nice early income boost to the AI. Also what about the mines the AI builds? They start building mines quickly.
RE: Research Unleashed - Version 2
ORIGINAL: Retreat1970
As far as freighters in pre-warp, the private sector pays, and it gives a nice early income boost to the AI. Also what about the mines the AI builds? They start building mines quickly.
I understand about the income boost, but the downside is that the build queue gets tied up by the AI building dozens of private ships, which prevents construction of explorers and a military. The private sector can still build mining ships (although there is a case for preventing that too), but the private sector doesn't build mines, as that's done with construction ships.
It's not so important for the player, who can adjust the build order, but I believe the AI empires are stuck with what the private sector decides to do, so if the private sector orders a load of freighter that may inhibit the AI empires from constructing stuff they need, like explorers.
To be honest, though, it's probably not a big deal either way.
Osito
Osito
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RE: Research Unleashed - Version 2
Hello, I LOVE the new tech tree. However, I've hit a bit of a snag... I tried adding another race and that bit worked just fine and dandy. However, a massive chunk of the tech tree is now blocked off in bizarre ways like seeing a crucial technology (like "shields" or "hyperdrives") saying it's for literally every other race but the one I created. How can I fix this?
RE: Research Unleashed - Version 2
ORIGINAL: Sargatanus
Hello, I LOVE the new tech tree. However, I've hit a bit of a snag... I tried adding another race and that bit worked just fine and dandy. However, a massive chunk of the tech tree is now blocked off in bizarre ways like seeing a crucial technology (like "shields" or "hyperdrives") saying it's for literally every other race but the one I created. How can I fix this?
This is most likely down to the ALLOWED RACES line in research.txt. There are many techs for which the allowed races are controlled by these lines. So what you need to do is to go through research.txt and add your new race to the list of allowed races for each case. And if your race has a separate pirate race too, you'll have to add that as well.
You also have some other work to do in files like raceBiases.txt, but I assume you know about that.
Sorry it's not easier, but that's just the way it works

Osito.
Osito
- Unforeseen
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RE: Research Unleashed - Version 2
There weren't any pirates in my game. I always found them to be irritating grabbing all the high tech ships scattered around and blowing everyone up with them. I looked at the scripted research path and realized that 'part' of my problem is that the AI were researching warp 4th in line, while I was going 2nd. It doesn't explain why the AI didn't colonize stuff AFTER they had researched warp and into the colonization tree though, still think there was a problem with the exe. Going to give a game a shot..hopefully it works. (I reinstalled)
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RE: Research Unleashed - Version 2
Huh... You know, I hadn't even looked at that since it wasn't utilized in the vanilla game or any other mods I've used. Seems to have cleared most things up.
Now the problem I'm having is that the Ancient Guardians not only seem to have disappeared, but at some point in the game, my home planet gets renamed "Utopia" and gets a Mechanoid population out of nowhere. What did I do wrong here?
Now the problem I'm having is that the Ancient Guardians not only seem to have disappeared, but at some point in the game, my home planet gets renamed "Utopia" and gets a Mechanoid population out of nowhere. What did I do wrong here?
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RE: Research Unleashed - Version 2
Also, the "Strategic HQ" wonder spawns ships on the opposite side of the galaxy. Kind of a nuisance considering that I'm basically saving my warp research for last.
RE: Research Unleashed - Version 2
I don't know what was causing your planet to be renamed, although I suppose if you'd built the tech that causes you to get a mech population that might have something to do with it. If you did have that tech (can't remember its name, as I'm away from my computer), let me know. Alternatively, I suppose it could have just been a rare bug. I don't think there's anything in Research Unleashed, per se, that could cause that to happen.
Regarding the "Strategic HQ" I suppose the answer is not to build it unless you have a decent warp tech. I know that's not very helpful, but the way the Strategic HQ works is hard coded into the game, so I can't change the way it works.
Osito
Regarding the "Strategic HQ" I suppose the answer is not to build it unless you have a decent warp tech. I know that's not very helpful, but the way the Strategic HQ works is hard coded into the game, so I can't change the way it works.
Osito
Osito
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RE: Research Unleashed - Version 2
The 'Strategic HQ' wonder and the 'Utopia' homeworld rename are taken from the The Ancient Galaxy campaign. The latter happens after you build the Computer Core wonder. The HQ's original name is literally 'Intergalactic Gateway'.
Both of the two are flagged to do those particular things and the effects of said flags are hardcoded.
Both of the two are flagged to do those particular things and the effects of said flags are hardcoded.
- Retreat1970
- Posts: 1125
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RE: Research Unleashed - Version 2
In the research file, project 125 - Change the parent to 550 instead of 124.
RE: Research Unleashed - Version 2
ORIGINAL: Retreat1970
In the research file, project 125 - Change the parent to 550 instead of 124.
Thanks for the heads up. I have corrected it.
Osito
Osito
RE: Research Unleashed - Version 2
I switched to this theme to check it out and started a game as human.
Some of the ship designs did not import. There was no definition for a passenger ship or a small freighter in my game. I can see the design templates for these items in the correct folder in the mod's directory so they copied over properly. It's like it didn't import them when I switched themes.
Has anyone else seen this issue?
Some of the ship designs did not import. There was no definition for a passenger ship or a small freighter in my game. I can see the design templates for these items in the correct folder in the mod's directory so they copied over properly. It's like it didn't import them when I switched themes.
Has anyone else seen this issue?
RE: Research Unleashed - Version 2
I guess they may be too large to build? I believe that some mods make the small freighter (and passenger ship) larger, to avoid the AI from wasting resources on them at the start of pre-warp games.
RE: Research Unleashed - Version 2
Bingeling is correct. The ships can still be designed manually, but they will be unavailable until you get the requisite techs if you rely on automatic designs. It's fairly straightforward to get the necessary techs.
I think this probably came from Icemania's AI Improvement Mod rather than my mod (it's hard to remember now, and I'd have to go and check both mods' original forms to be sure), but whatever the origin I'm happy with the way it works.
Osito
I think this probably came from Icemania's AI Improvement Mod rather than my mod (it's hard to remember now, and I'd have to go and check both mods' original forms to be sure), but whatever the origin I'm happy with the way it works.
Osito
Osito
RE: Research Unleashed - Version 2
Thanks for the fast reply guys.
I had the same thought about buildable sizes so I looked at 'all designs' instead of just the buildable ones. I think it was still missing even when all designs were shown (this was late last night so I'm trying to remember exactly now).
I was doing my own ship design for my first little exploration ship and when I closed the ship customization dialog it showed a warning saying there is no passenger ship design and this would be detrimental to the empire (or something similar). I looked through to see if any of the other basic ship designs were missing and I saw the small freighter was also missing. Others were there, like the medium freighters that were definitely too big to build.
Anyway, I don't mind designing my own passenger ship and freighters, but I was worried that the AI players might be broken if some of their design templates are also missing. If this is intentional than I'll just proceed with the game.
Thanks.
I had the same thought about buildable sizes so I looked at 'all designs' instead of just the buildable ones. I think it was still missing even when all designs were shown (this was late last night so I'm trying to remember exactly now).
I was doing my own ship design for my first little exploration ship and when I closed the ship customization dialog it showed a warning saying there is no passenger ship design and this would be detrimental to the empire (or something similar). I looked through to see if any of the other basic ship designs were missing and I saw the small freighter was also missing. Others were there, like the medium freighters that were definitely too big to build.
Anyway, I don't mind designing my own passenger ship and freighters, but I was worried that the AI players might be broken if some of their design templates are also missing. If this is intentional than I'll just proceed with the game.
Thanks.
RE: Research Unleashed - Version 2
Jeez, it took me 5 login attempts to pass the 'I am not a robot' test!
Hmmm, what you said about the small freighters and passenger ships being completely missing does look a bit odd, TAK85.I'll take a look at it. I'm pretty confident it won't affect the AI, because each AI has its own special ship templates designed by Icemania for his AI Improvement mod.
Osito
Hmmm, what you said about the small freighters and passenger ships being completely missing does look a bit odd, TAK85.I'll take a look at it. I'm pretty confident it won't affect the AI, because each AI has its own special ship templates designed by Icemania for his AI Improvement mod.
Osito
Osito
- Retreat1970
- Posts: 1125
- Joined: Wed Nov 06, 2013 11:09 am
- Location: Wisconsin
RE: Research Unleashed - Version 2
each AI has its own special ship templates
The freighters and passenger ships are all the same for all races in the templates. Most the military designs are the same as well (weapons excluded).
- Retreat1970
- Posts: 1125
- Joined: Wed Nov 06, 2013 11:09 am
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RE: Research Unleashed - Version 2
project 513: change parent to 526
RE: Research Unleashed - Version 2
I found a big bug... none of the research order work !
The research ID for WeaponsResearchProjectOrder, EnergyResearchProjectOrder and HighTechResearchProjectOrder are NOT on the same line as the project order!!!
Because of the slower hyperdrives and freighters too big, I have also made the following tweaks:
Remove CommerceCenter from monitoringstation.
Set FuelCell to 10 for explorationship.
Set CargoBay to 6 for smallfreighter.
Set CargoBay to 8 for mediumfreighter.
Set Engine to 14 for largefreighter.
Set LongRangeScanner to 1 for gasminingstation.
Replace 106,166 in EnergyResearchProjectOrder for all non-pirate races (except dhayut):
with 166,106,167,501 (add 2 hyperdrives).
Replace 106,166 in EnergyResearchProjectOrder for dhayut:
with 166,106,154,155
Add 198 at the end of HighTechResearchProjectOrder. (Long Range scanners).
Set TechFocus1 to 15 for all races. (HyperDrives).
The research ID for WeaponsResearchProjectOrder, EnergyResearchProjectOrder and HighTechResearchProjectOrder are NOT on the same line as the project order!!!
Because of the slower hyperdrives and freighters too big, I have also made the following tweaks:
Remove CommerceCenter from monitoringstation.
Set FuelCell to 10 for explorationship.
Set CargoBay to 6 for smallfreighter.
Set CargoBay to 8 for mediumfreighter.
Set Engine to 14 for largefreighter.
Set LongRangeScanner to 1 for gasminingstation.
Replace 106,166 in EnergyResearchProjectOrder for all non-pirate races (except dhayut):
with 166,106,167,501 (add 2 hyperdrives).
Replace 106,166 in EnergyResearchProjectOrder for dhayut:
with 166,106,154,155
Add 198 at the end of HighTechResearchProjectOrder. (Long Range scanners).
Set TechFocus1 to 15 for all races. (HyperDrives).
RE: Research Unleashed - Version 2
ORIGINAL: TAK84
Thanks for the fast reply guys.
I had the same thought about buildable sizes so I looked at 'all designs' instead of just the buildable ones. I think it was still missing even when all designs were shown (this was late last night so I'm trying to remember exactly now).
I was doing my own ship design for my first little exploration ship and when I closed the ship customization dialog it showed a warning saying there is no passenger ship design and this would be detrimental to the empire (or something similar). I looked through to see if any of the other basic ship designs were missing and I saw the small freighter was also missing. Others were there, like the medium freighters that were definitely too big to build.
Anyway, I don't mind designing my own passenger ship and freighters, but I was worried that the AI players might be broken if some of their design templates are also missing. If this is intentional than I'll just proceed with the game.
Thanks.
I have now looked into this and can confirm that all freighters should show up when you have researched Space Construction, and passenger ships will show up when you have researched Personnel Transit Systems. This is what happens with my installation. If it does not happen with yours, then I think there is a problem with your design templates. You could try reinstalling the game, then reinstalling the mod. Or you could simply make the basic design yourself and save it to your design templates.
Hope this helps.
Osito
Osito