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OP2TechTree

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What is it?

Outpost 2 tech tree editor. Open, edit or create new Outpost 2: Divided Destiny tech tree text files.

Default tech trees are: edentek.txt, ply_tek.txt, tutortek.txt and multitek.txt

Tech Tree File Types

  • edentek.txt - Eden single-player campaign technology tree
  • ply_tek.txt - Plymouth single-player campaign technology tree
  • tutortek.txt - Tutorial mission technology tree
  • multitek.txt - Multiplayer technology tree (both factions)

Each file defines different technology progressions, costs, and availability for different game modes and factions.

Outpost 2 Tech Tree File Format

Overview

Outpost 2 tech tree files define the research technologies available to players, including their costs, requirements, descriptions, and unit/building upgrades. The tech files use a simple tag-based format with specific syntax rules and limitations.

File Structure

Each technology is defined between BEGIN_TECH and END_TECH tags:

BEGIN_TECH "Technology Name" TECHID
    [TAGS...]
END_TECH

Tech Tags Reference

Required Tags

  • BEGIN_TECH - Opens technology definition with name and ID
  • END_TECH - Closes technology definition

Basic Information Tags

  • CATEGORY int - Technology category/icon (0-12)
  • DESCRIPTION string - Full research description (max 800 chars)
  • TEASER string - Pre-research teaser text (max 800 chars)
  • IMPROVE_DESC string - Improvement description (max 800 chars)

Requirements & Costs

  • REQUIRES int - Required prerequisite technology ID (can have multiple)
  • COST int - Research cost for both colonies
  • EDEN_COST int - Research cost for Eden colony (-1 = disabled, 0 = free)
  • PLYMOUTH_COST int - Research cost for Plymouth colony (-1 = disabled, 0 = free)
  • MAX_SCIENTISTS int - Maximum scientists (4-18, or 1 for special techs)
  • LAB int - Required lab level (1=Basic, 2=Standard, 3=Advanced)

Unit/Building Upgrades

  • UNIT_PROP token token int - Unit property modification
    • Format: UNIT_PROP [UNIT_TYPE] [PROPERTY] [VALUE]

Faction-Specific Technology System

Cost / Research Time System

  • COST alone: Same cost for both factions
  • EDEN_COST / PLYMOUTH_COST: Faction-specific costs
Value Effect Visibility Notes
COST 0 Pre-researched Invisible in lab menu Already completed
COST -1 Disabled Not available Faction restrictions
COST > 0 Available Shows in lab or completed list Research time (higher = longer)

Cost values represent research time, not game resources. Higher values take longer to research.

Asymmetric Faction Design

The cost system enables asymmetric faction gameplay:

  • Eden starts with Laser weapons (free) but cannot research Microwave weapons (disabled)
  • Plymouth starts with Microwave weapons (free) but cannot research Laser weapons (disabled)

Technology Progression

Campaign Structure

Single-player campaigns use Tech Levels (01000, 02000, 03000, etc.) to gate technology progression by mission. Each mission unlocks specific tech levels, making certain technologies available for research.

Prerequisites

Technologies can require multiple prerequisites using multiple REQUIRES tags. All prerequisites must be completed before a technology becomes available for research.

System Limits

Global Limits

  • Maximum Technologies: 256 total techs per file
  • Tech Name Length: 100 characters maximum
  • Description Length: 800 characters maximum (DESCRIPTION, TEASER, IMPROVE_DESC)
  • Number Buffer: 32 bytes maximum, must fit in 32-bit signed integer

Per-Technology Limits

  • REQUIRED_TECH Tags: 32 maximum per tech
  • Upgrade Tags: 32 maximum per tech (UNIT_PROP, PLAYER_PROP, FUNCTION_RESULT combined)

Validation Rules

  • Tech Level = Tech ID ÷ 1000, must not be 0
  • Tech ID should not be negative
  • Armor property must be 0-5 (inclusive)
  • MAX_SCIENTISTS: 4-18 (normal techs) or 1 (special/free techs)
  • LAB values: 1, 2, or 3 only
  • COST values: -1 (disabled), 0 (free), or positive integers
  • Use either COST alone, or both EDEN_COST and PLYMOUTH_COST

Valid Unit Types

ACID, AGRIDOME, ASE, BIG_TANK, BIG_TRUCK, BULL_DOZER, CANNON, COMMAND,
CON_TRUCK, DIRT, EMP, EMP_MISSILE, FACT_ANDROID, FACT_LUXURY, 
FACT_STRUCTURE, FACT_VEHICLE, FOAM, FORUM, GARAGE, GEO_METRO, 
GEOTHERMAL, GORF, LAB, LAB_ADV, LAB_STANDARD, LASER, LIGHT_TANK, 
MAGMA_WELL, MED_CENTER, MED_TANK, METEOR_DEF, MICROWAVE, MINE, 
MINE_ADV, MINER, MOBILE_HOME, NURSERY, OBSERVATORY, RAIL_GUN, 
RECREATION, REPAIR_TRUCK, RESIDENCE, RESIDENCE_E, RESIDENCE_P, 
ROBOT_COMMAND, SCORPION, SCORPION_WEAPON, SCOUT, SELF_DESTRUCT, 
SELF_DESTRUCT_ADV, SMELTER, SMELTER_ADV, SOLAR, SPAM, SPACEPORT, 
SPIDER, STORAGE_ORE, STORAGE_RARE, SURVEYOR, THORS_HAMMER, TOKAMAK, 
TOWER_GUARD, TOWER_LIGHT, TRADE, TUBE, UNIVERSITY, WALL_TRUCK

Valid Unit Properties (UNIT_PROP)

Property Usage Applied To
Hit_Points Unit health/durability Units, generally vehicles
Armor Damage resistance (0-5) GuardTower, Lynx, Panther
Production_Capacity Build rates & capacity Buildings, factories
Move_Speed Movement speed Vehicles
Sight_Range Vision range LightTower, GuardTower, Weapons
Rate_Of_Fire Weapon firing rate Weapons
Build_Time Construction time Not used in standard files
Power_Required Power consumption GORF, Smelter, Rare Smelter
Storage_Capacity Storage/training capacity University train rate
Storage_Bays Storage bays Not used in standard files
Production_Rate Production efficiency Colony building, repair vehicles
Concussion_Damage Area damage Weapons
Penetration_Damage Direct damage Weapons
Improved Unit improvement flag Mine, RareMine, Smelter, RareSmelter, GORF, Observatory
Workers_Required Worker requirements DIRT
Common_Required Common ore cost Units, generally vehicles
Rare_Required Rare ore cost Units, generally vehicles
Turn_Rate Turning speed Not used in standard files
Build_Points Build point cost Not used in standard files

Categories (Icons)

Value Category
0 No Icon / Blank / Free
1 Lab Icon / Database Recovery
2 Factory Icon / Infrastructure
3 Power Icon / Power Generation
4 Vehicle Icon / Vehicles & Robotics
5 Food Icon / Food Production
6 Mining Icon / Mining & Metals
7 Weapons Icon / Weapons
8 Spaceport Icon / Space Program
9 Morale Icon / Population
10 Geological Icon / Disasters
11 Emergency Icon / Medical & Emergency
12 Starship Icon / Starship Components

Category Usage

  • Category 0: Used for free/unlocked technologies and tech level markers
  • Category 1: Database Recovery technologies appear primarily in single-player campaigns (rebuilding lost Earth knowledge)
  • Categories 2-12: Research technologies organized by functional area

Example Technology

BEGIN_TECH "Reinforced Vehicle Construction" 05317
    CATEGORY        4
    DESCRIPTION     "ConVec, Cargo Truck, and Evacuation Transport Hit Points increased."
    TEASER          "Increases ConVec, Cargo Truck, and Evacuation Transport Hit Points."
    IMPROVE_DESC    "Increased hit points"
    REQUIRES        05110
    EDEN_COST       1200
    PLYMOUTH_COST   1400
    MAX_SCIENTISTS  12
    LAB             2
    UNIT_PROP CON_TRUCK Hit_Points 375
    UNIT_PROP CON_TRUCK Common_Required 1000
    UNIT_PROP BIG_TRUCK Hit_Points 750
    UNIT_PROP BIG_TRUCK Common_Required 500
    UNIT_PROP MOBILE_HOME Hit_Points 280
    UNIT_PROP MOBILE_HOME Common_Required 650
END_TECH

Important Notes

  • String Formatting: Quoted strings have embedded newline and tab characters stripped
  • Tag Overwriting: Single-value tags overwrite previous values if used multiple times (excludes REQUIRES, UNIT_PROP, PLAYER_PROP, FUNCTION_RESULT)
  • Numbers: Can have optional leading minus sign (no positive sign allowed)
  • Pairing: Every BEGIN_TECH must be paired with END_TECH
  • Conventions: Most techs specify at least CATEGORY and COST
  • Lab Requirements: Lab value typically not set for free and disabled techs

Design Philosophy

The Outpost 2 tech tree system supports:

  • Asymmetric faction gameplay through differential costs and availability
  • Mission-gated progression in single-player campaigns
  • Branching research paths with multiple prerequisites
  • Meaningful choices between different strategic directions
  • Unit progression through upgrade technologies that improve existing units

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Outpost 2 tech tree editor.

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