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beckermt

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Mar 28, 2012
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I'm trying to remove Crystal Plating from the game, but replicating 00_eng_tech and 00_utlities (where it's referenced) and removing the "offending" lines doesn't seem to do it.

Any hints?

I'm wondering if the engine is merging my 00_eng_tech and the original, making my changes invalid...
 
Already replied in another thread, but this thread is more on topic and more likely to show up in forum searches about it.

In your mod, add the line <hidden = yes> (without brackets ofc) to the component template. It should look like below:
Code:
utility_component_template = {
key = "LARGE_CRYSTAL_ARMOR_2"
size = large
icon = "GFX_ship_part_crystal_armor_2"
icon_frame = 1
power = 0
cost = @cost_5L
hidden = yes

modifier = {
ship_hitpoints_add = 400
}

prerequisites = { "tech_crystal_armor_2" }
component_set = "CRYSTAL_ARMOR_2"
}
Do that for all of the crystal armors.

This should make the component unavailable for both the player and the ai. It doesn't appear to affect critters (as the crystalline elites use the component in their design, so outright removing it would have the side effect of weakening them.) It probably doesn't affect the technology drop from debris research i.e. you can still research the technology. But once you've researched the technology, you wouldn't be able to select it in the ship designer. This should have the desired effect you are looking for, without the side effect of weakening the crystalline elites. Tested with new game. Making the component hidden as described above will not affect the stats of critters that use the component in their design, e.g. Crystalline Elites.
 
Hm, that's an awkward way to do it.

Unfortunately, this still means the AI may waste time researching it. I wonder if hidden = yes would work for the techs themselves, so they don't show in the list.

To test, I've just used research_technologies in the command prompt, meaning I wouldn't be able to quickly test that. Unless I figured out how to spawn monsters, shot them, and analysed them.

Regardless, many thanks! I'll give it a spin.
 
Hey, so as it turns out, putting things in the appropriate directory works.

Just commenting out the two techs worked. The components are there and crystals shouldn't be affected. I don't think studying their debris will cause any issues, because it's component based, but there won't be any tech to grant. I suppose I'll just have to see.

Anyway, thanks for the help, I feel dumb.
 
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