Flexible Tech Prereqs

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Author: LowBeyonder

Last revision: 13 May, 2020 at 08:45 UTC

File size: 10.24 KB

On Steam Workshop

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.