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UltimaGecko

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What is necessary to get the game to start techs as inactive? I am at wit's end trying to figure out what I need to do in the files to get the game to recognize that my added technologies should have an invention event to fire before they're activated.


I even looked in the scenario file figuring that maybe the scenario declares techs inactive at the start, but I couldn't find anything there, either.

I have an event declaration, the event, the tech application (requiring a prerequisite) and all of the necessary strings and inclusions (e.g. the game has all my stuff labelled properly in game).

There must be something incredibly simple that I am missing or the techs are deactivated at runtime by a file somewhere that I'm unaware of.


For example:

I've got an invention event declaration in the tech file

Code:
event = { 
  id = 1105000 
  position = { x = 130 y = 425 } 
  technology = 20070 
}

I have the event this references:

Code:
event = {
	id = 1105000
	random = no
	invention = yes

	trigger = {
		technology = 57000	  #early transistor electronics
		NOT = {
			is_tech_active = 20070
		}
	}

	name = "Theoretical Breakthrough"
	desc = "Stuff."
	picture = "scientist"
	style = 0

	action_a = {
		name = "ACTIONNAME3201A" # OK
		command = {  type = activate which = 20070 } 			
              }
}

On the tech tree if you hover over the event box (the one with the question mark in it) it even says

(-) Tech Transistor Electronics is known
(-) Tech NC Focus is not active

So it is obviously reading the event (the problem here is that NC Focus (20070) is of course active, when I don't want it to be; it should be (*) Tech NC Focus is not active and the event box should be grayed out and not green as though the event fired).


I've got a basic technology set up

Code:
application = { 
  id = 20070  #NC Focus
  name = TECH_APP_LD_407_NAME
  desc = SHORT_TECH_APP_LD_407_NAME
  position = { x = 130 y = 446 } 
  year = 1944
   component = { id = 20071 name = TECH_CMP_LD_407_1_NAME type = electronics difficulty = 8 }
   component = { id = 20072 name = TECH_CMP_LD_407_2_NAME type = technical_efficiency difficulty = 8 double_time = yes }
   component = { id = 20073 name = TECH_CMP_LD_407_3_NAME type = training difficulty = 8 }
   component = { id = 20074 name = TECH_CMP_LD_407_4_NAME type = decentralized_execution difficulty = 8 }
   component = { id = 20075 name = TECH_CMP_LD_407_5_NAME type = training difficulty = 8 }
  required = { 57000 } #Transistor Electronics
  effects = { 
   command = {  type = surprise which = us value = 5 } 
  }
}

I have the tech that should enable the event and is required for this technology:

Code:
application = { 
  id = 57000  #Tranistor Electronics
  name = TECH_APP_INDUSTRY_70_NAME
  desc = SHORT_TECH_APP_INDUSTRY_70_NAME
  position = { x = 309 y = 152 } 
  year = 1941
   component = { id = 57001 name = TECH_CMP_INDUSTRY_70_1_NAME type = mathematics difficulty = 10 double_time = yes }
   component = { id = 57002 name = TECH_CMP_INDUSTRY_70_2_NAME type = chemistry difficulty = 10 }
   component = { id = 57003 name = TECH_CMP_INDUSTRY_70_3_NAME type = electronics difficulty = 8 }
   component = { id = 57004 name = TECH_CMP_INDUSTRY_70_4_NAME type = electronics difficulty = 8 }
   component = { id = 57005 name = TECH_CMP_INDUSTRY_70_5_NAME type = chemistry difficulty = 8 }
  required = { 5330  }
  effects = { 
   command = {  type = research_mod value = 5 } 
   command = {  type = info_may_cause which = 20070 }  } 
  }
}
 
*Bump*
I'm currently running into the same problem but haven't found a satisfying solution yet. I could of course hack a few events that deactivate the techs at the start of the scenario, but that's ugly and error prone. I'd much prefer to do it behind the user's back instead of pestering him with dozens of nonsensical event messages at the start of each game.
It seems some mods managed to pull this off with success, but I have no idea how to replicate it. I'd download GAGA to see how they did it, but the file seems to be down.

EDIT: I found out that I can deactivate techs by adding
Code:
deactivate = { TECHID }
to the country.inc file. Has to be done separately for every country (annoying, but I'd be fine with that), and puppets even inherit that together with the techs when I liberate them. However, the tech stays deactivated when the invention event fires (the indicator changes from grey to green, but the tech itself is still crossed out and unresearchable). So I'm probably still missing an important step.

EDIT 2: Some more testing seems to indicate that techs on the "Secret Weapons" page are inactive by default, while techs anywhere else are active by default (regardless of IDs, prerequisites or info_may_cause). That's sane, and I can work with it if I absolutely have to. However, I hoped to move some of them to other pages (like it was done with "Practical Turbojet Engine"), since the "Secret Weapons" section is starting to become cramped. Does anyone know whether the behavior of "Practical Turbojet Engine" is hardcoded?
 
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