Flexible Tech Prereqs
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.
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
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.