Ok, this is what you need to do to mod the techs in the game.
Load up your Supremacy/Resources folder, then open the Data folder.
In the Data folder, look for a file called "ResearchMatrix.xml". Create a backup of this file in case anything goes wrong later.
Next, open up the ResearchMatrix.xml file. I'd recommend you open .xml files with Notepad if your computer doesn't yet recognise the file type; set Notepad as the default opening program to make life easier.
This is what the start of the file looks like:
Quote:
<?xml version="1.0" encoding="utf-8" ?>
<ResearchMatrix xmlns="Supremacy:ResearchMatrix.xsd"
xmlns:s="Supremacy:Supremacy.xsd">
<Fields>
<!-- BIOTECH FIELD -->
<Field>
<Name>RF_NAME_BIOTECH</Name>
<Description>RF_DESC_BIOTECH</Description>
<TechCategory>BioTech</TechCategory>
<Applications>
<Application>
<Name>RA_NAME_BASIC_BIOTECH</Name>
<Description>RA_DESC_BASIC_BIOTECH</Description>
<Level>0</Level>
<ResearchCost>0</ResearchCost>
</Application>
Ignore the first five lines; this is all programming stuff that should not be changed. Everything after <!-- BIOTECH FIELD --> is what you do want to change though.
The techs are listed in order of type, so all the Biotech techs are first, followed by all the Energy techs, and so on. Just look for for the technology area tag, ie <!-- BIOTECH FIELD --> for the specific area you want to create; obviously BIOTECH FIELD means you're looking at the Biotech section.
Each of the tech areas has the exact same set of information - you just have to learn what each part means, then you'll find it easy to modify it. This is what a
single tech area looks like:
Quote:
<Name>RA_NAME_BASIC_BIOTECH</Name>
<Description>RA_DESC_BASIC_BIOTECH</Description>
<Level>0</Level>
<ResearchCost>0</ResearchCost>
</Application>
The first line is the NAME of the tech. This MUST be written in capitals, and must start with RA_NAME_ then the name of your tech. The name of your tech is also held in another file, so this must be written EXACTLY the same as in the other file. If there are any typos, the game will get confused and won't display the technology correctly.
The second line is the name of the DESCRIPTION for your tech. This MUST be written in capitals, and must start with RA_DESC_ then the name of your techs description. The descriptions are located in another file and I will explain this later. Again, it must be written EXACTLY the same as in the other file. If there are any typos, the game will get confused and won't display the technology correctly.
The third line refers to the tech LEVEL. So for instance if your tech is tech 9, then you enter a 9 where the 0 is currently placed in the line above.
The fourth line is the cost of the tech, or the number of research points needed to gain the technology. I don't know if there are any limits on this number, but i've seen the game work fine even with numbers set in the millions so I think it's safe to set any number you want. Remember that the higher the number is though, the longer it will take to get it. Set it too high and people will just give up!
The last line is a piece of programming information and
must be present to tell the game that there is no more info about that tech and to move on to the next tech level or type.
So now that we know what each of those lines mean, we can now move on to modding. I've not watched B5 before although I know a tiny bit about it, so i'll just make up a technology. If you want to replace an existing technology, follow my instructions here. If you want to add a technology, scroll down to the next section.
REPLACING AN EXISTING TECHNOLOGY
To replace a technology, you first of all must find an existing technology that you want to replace. In this example i'll replace the third Biotech technology, Biosynthetics. The principles will be exactly the same regardless of which tech you replace though.
I'll call my technology "Vorlon Genetics". It will be a tech 2 technology, so it will be third in the list (Remember, tech 0 is considered a level by the game) and have 6000 research cost.
First off, I need to find the Biotech level 2 entry. Once i've found it, all I need to do is edit the information that is already there. Here it is:
Quote:
<Name>RA_NAME_BIOSYNTHETICS</Name>
<Description>RA_DESC_BIOSYNTHETICS</Description>
<Level>2</Level>
<ResearchCost>5000</ResearchCost>
</Application>
So to enter my new technology, I need to change it to this:
Quote:
<Name>RA_NAME_VORLON_GENETICS</Name>
<Description>RA_DESC_VORLON_GENETICS</Description>
<Level>2</Level>
<ResearchCost>6000</ResearchCost>
</Application>
Once you've done that, save the changes and close the file.
Next, load up your Supremacy/Resources/Strings folder. You'll see a single file in there called "en.txt". Create a backup of this file in case anything goes wrong later.
Next, open up the file, and scroll about halfway down until you see this:
Quote:
####################################
# #
# RESEARCH FIELDS AND APPLICATIONS #
# #
####################################
En.txt is the other file that I mentioned earlier, where the tech names and descriptions are held. It doesn't just hold this information, it stores a lot of other game information as well. The section I quoted above helps you find the info that we're interested in.
The next 40 lines are programming information. Ignore these. Scroll down to where it says [RA_NAME_BASIC_BIOTECH]. You'll see that this is where the names and descriptions are held for the techs.
Now since the technology we created was a replacement for Biosynthetics, we need to find Biosynthetics. This is what the entry looks like:
Quote:
[RA_NAME_BIOSYNTHETICS]
Bio-Synthetics
[RA_DESC_BIOSYNTHETICS]
Bio-Synthetics describes the complex bio-manipulation of organic compounds, without disturbing or affecting the fundamental genetic structure. One simple compound can now be modified to synthetically mimic another, more complex, compound, effectively increasing the economic availability of many biological products.
You need to now change the entry so it matches your new technology. So first of all, you need to change [RA_NAME_BIOSYNTHETICS] to [RA_NAME_VORLON_GENETICS]. You also need to change the name below it, so I will change Bio-Synthetics to Vorlon Genetics.
I then need to change the description below it. So I must change [RA_DESC_BIOSYNTHETICS] to [RA_DESC_VORLON_GENETICS]. You can change the description below to anything you want. So this is what my new technology will look like:
Quote:
[RA_NAME_VORLON_GENETICS]
Vorlon Genetics
[RA_DESC_VORLON_GENETICS]
The races of the Galaxy are young and are not yet ready for the advanced technologies that we have at our disposal. By making subtle, unseen changes to their genetic structure, we can limit their creativity and slow down the speed of their development, giving them more time to mature before they gain access to advanced technologies.
Once you've done that, save your changes, and close the file.
That's it! Now test your new technology in the game!
ADDING A NEW TECHNOLOGY
Adding a new technology is a bit different to editing existing ones. I believe the game is capable of having up to 255 tech levels, so that's a total of 1530 techs in total - 255 tech levels x 6 tech areas = 1530.
I've just tested the game and you CAN have uneven numbers of techs - if you add a tech to one area, you DON'T also need to add one to all the other areas.
In this example i'll add a tech to the Biotech area. The principles will be exactly the same regardless of which tech area you add to though.
Again, I'll call my technology "Vorlon Genetics". Since there are already 12 tech levels, my new tech will be tech 13 technology, so it will be fourteenth in the list of biotechs (Remember, tech 0 is considered a level by the game) and have 1671600 research cost.
First off, you need to find the last Biotech entry, which is Silicobiology. Once you've found it, all you need to do is copy the Silicobiology entry, then paste it in again
after the original Silicobiology entry. This is the entry:
Quote:
<Application>
<Name>RA_NAME_SILICOBIOLOGY</Name>
<Description>RA_DESC_SILICOBIOLOGY</Description>
<Level>12</Level>
<ResearchCost>1439100</ResearchCost>
</Application>
So first off, copy and paste it in again so you end up with this:
Quote:
<Application>
<Name>RA_NAME_SILICOBIOLOGY</Name>
<Description>RA_DESC_SILICOBIOLOGY</Description>
<Level>12</Level>
<ResearchCost>1439100</ResearchCost>
</Application>
<Application>
<Name>RA_NAME_SILICOBIOLOGY</Name>
<Description>RA_DESC_SILICOBIOLOGY</Description>
<Level>12</Level>
<ResearchCost>1439100</ResearchCost>
</Application>
</Applications>
Now all you need to do is edit the second entry so it instead has the info that you want to put in. Since i've already described what I want my new tech to be, this is what it would look like:
Quote:
<Application>
<Name>RA_NAME_VORLON_GENETICS</Name>
<Description>RA_DESC_VORLON_GENETICS</Description>
<Level>13</Level>
<ResearchCost>1671600</ResearchCost>
</Application>
Once you've done that, save the changes and close the file.
Next, load up your Supremacy/Resources/Strings folder. You'll see a single file in there called "en.txt". Create a backup of this file in case anything goes wrong later.
Next, open up the file, and scroll about halfway down until you see this:
Quote:
####################################
# #
# RESEARCH FIELDS AND APPLICATIONS #
# #
####################################
En.txt is the other file that I mentioned earlier, where the tech names and descriptions are held. It doesn't just hold this information, it stores a lot of other game information as well. The section I quoted above helps you find the info that we're interested in.
The next 40 lines are programming information. Ignore these. Scroll down to where it says [RA_NAME_BASIC_BIOTECH]. You'll see that this is where the names and descriptions are held for the techs.
Now since the technology we created is a new Biotech tech level, we need to find the last Biotech entry which is Silicobiology. This is what the entry looks like:
Quote:
[RA_NAME_SILICOBIOLOGY]
Silicobiology
[RA_DESC_SILICOBIOLOGY]
A comparative study of lifeforms based on elements other than Carbon (Such as Silicon) is the key to understanding the nature of life itself.
First of all, copy the entire Silicobiology entry and paste in a second copy after the original Silicobiology entry.
You need to now change the second Silicobiology entry so it matches your new technology. So first of all, you need to change [RA_NAME_SILICOBIOLOGY] to [RA_NAME_VORLON_GENETICS]. You also need to change the name below it, so I will change Silicobiology to Vorlon Genetics.
I then need to change the description below it. So I must change [RA_DESC_SILICOBIOLOGY] to [RA_DESC_VORLON_GENETICS]. You can change the description below this to anything you want. So this is what my new technology will look like:
Quote:
[RA_NAME_VORLON_GENETICS]
Vorlon Genetics
[RA_DESC_VORLON_GENETICS]
The races of the Galaxy are young and are not yet ready for the advanced technologies that we have at our disposal. By making subtle, unseen changes to their genetic structure, we can limit their creativity and slow down the speed of their development, giving them more time to mature before they gain access to advanced technologies.
Once you've done that, save your changes, and close the file.
That's it! Now test your new technology in the game.
And just to make sure it's possible, I had a go myself:
Sorry about the thumbnail, it's a really big image so I thought it would be easiest to just thumbnail it. Click on the thumbnail to see the full size image.
...Now see if you can do the same thing. Good luck.