View Full Version : TechConquest Mod


Bhruic
Nov 15, 2005, 02:22 AM
TechConquest is designed to give a tech boost from conquering enemy cities. When an enemy city is conquered, a list of techs the enemy has that your empire doesn't is created. From that list a random tech is selected.

The number of points you get is based on the size of the city that is captured. You always get a minimum of 25% of the cost of the tech, plus a random amount. The random amount is from 0 to (city size x 5)%. So for a size 4 city, you would get 25-45% of the tech cost. For cities greater than size 15, you get an ever increasing chance of getting the full tech. For example, for a size 20 city, you would get 25-125% of the tech cost, where anything over 100% would get rounded back to 100%.

Installation:

TechConquest should NOT be installed in your main Civ IV location, as it will overwrite necessary files. Instead, it should be installed at: "My Documents\My Games\Civilization 4".

History:

v0.3
- base tech cost wasn't reflecting modifications from game speed/map size/difficulty level
- altered percentages to give higher tech points for smaller cities
- fixed a bug preventing the popup from displaying
- only techs for which the player has the prerequisites are included in tech list

v0.2
- changed from a flat percentage system to one based on the city size

v0.1
- first release

Bh

Orion66
Nov 15, 2005, 04:53 AM
Wow man! That is COOL!!!

woodelf
Nov 15, 2005, 04:58 AM
Whoa, sweet idea. I hope this is easy to implement into an existing mod. Great idea to play catch-up or encourage warmongering.

Orion66
Nov 15, 2005, 05:00 AM
Will this mod work with REALISMMOD?

Bhruic
Nov 15, 2005, 05:36 AM
I can't say how well it will work with other mods, it would depend on how they are implemented.

It is, however, designed to be extremely easy to implement into other mods, because it uses the inheritance model.

Bh

Orion66
Nov 15, 2005, 08:06 AM
So if I play REALISM MOD and I copy your mod to folders you told us - will this work or not?

Bhruic
Nov 15, 2005, 08:12 AM
I don't know - I haven't downloaded the Realism Mod, so I don't know where it puts its files. If it works as a Mod (ie, it puts them in the "Mods" folder), then it should work, as long as the Mod uses inheritance.

But again, I'm just speculating at this point.

Bh

GIR
Nov 15, 2005, 08:58 AM
hi,
one little question.
is it possible that you add some kind of comment to all your changes like DireAussie do (he add a #RANDOMEVENTSSCREEN comment to all his changes in his "randomevent" mod).
it makes it easier to find all changes in the files and so you can add the new lines (changes) to your own mod whithout missing something - but only a suggestion. (makes it easier for noobs like me ;) )

DrJambo
Nov 15, 2005, 09:30 AM
I'll be interested to hear how people find this. 25 to 75 % seems quite a wide range. What was the reasoning behind this? What about 33 to 66 %?

The only reservation I have is if the tech rate goes quickly already won't this just make it worse?

:)

GIR
Nov 15, 2005, 10:19 AM
[ how can i delete THIS post? ]
i'm so sorry :blush:

Michel Keijzers
Nov 15, 2005, 10:25 AM
I like the feature ... besides it is 'normal' to learn if a city is captured I guess. And about the % range, I don't know what is best. Of course getting 75% scientific points is quite a lot ... maybe it's an idea to having a scientific boost for some turns (as learning to use the tech). This way it is spread a little over time. Then the range is not in percentages but in time (or a combination).

Bhruic
Nov 15, 2005, 11:02 AM
hi,
one little question.
is it possible that you add some kind of comment to all your changes like DireAussie do (he add a #RANDOMEVENTSSCREEN comment to all his changes in his "randomevent" mod).
it makes it easier to find all changes in the files and so you can add the new lines (changes) to your own mod whithout missing something - but only a suggestion. (makes it easier for noobs like me ;) )

There's no need to do that if you use the inheritance model, which I do. All of the changes are in a separate file. Adding new options with the inheritance model is simple, you just add the new class, and add the function call. Nothing else is needed.

As for the 'reasoning' behind the 25%-75%, that was simply the original suggestion, so what I went with. What I'll probably do down the line (depending on feedback) is tie the percentage to the size of the city (although still somewhat random, and never granting the full tech).

Bh

GIR
Nov 15, 2005, 12:46 PM
yes, because it was a mistake to post it in this tread (should be in RealFort Mod [xml-files] - but i don't know how to delete a post)
and yes, is not so important...

dh_epic
Nov 15, 2005, 01:23 PM
Whoa, sweet idea. I hope this is easy to implement into an existing mod. Great idea to play catch-up or encourage warmongering.

You mean warmongering needs to be encouraged? I already thought it was the best strategy in the game.

ToastyAlbus
Nov 19, 2005, 05:48 PM
This is awesome.

blackheart
Nov 19, 2005, 11:33 PM
Good idea Bhuiric.. BY the way, aren't you the guy who made the MOO3 fanpatch?

roidesfoux
Nov 20, 2005, 12:21 PM
HOT.

I've been wanting this since the game came out.

-RdF

Rei
Nov 20, 2005, 12:41 PM
sweet idea :) I love this mod cant wait to try it out

1c0n
Nov 20, 2005, 01:19 PM
great idea, i was asking about this before. hope it works with other mods, cant wait to try it... good point about speeding up an already quick tech tree tho, i play reaslism mod on noble/prince and once in ren. era i usually am big enough not to war till modern and WAAAY ahead in techs as it is. could really encourage early age waring tho. stealing from the pot :P

Rei
Nov 20, 2005, 01:27 PM
I keep getting this error when I launch the game with this mod installed ... then when the game starts it doesnt have an interface menu ingame lol (while playing the game not the main menu)

http://img517.imageshack.us/img517/8669/error2yk.jpg

1c0n
Nov 20, 2005, 01:50 PM
me too arrrgh

1c0n
Nov 20, 2005, 01:59 PM
wanted to add that it also screwed the game up lol.... cant enter options from advanced tab, and once the game starts there are no menu's/interface/GUI at all. sad face, now i gotta figure out how to fix it

Bhruic
Nov 20, 2005, 03:27 PM
Where did you install it? It's designed to be put into the CustomAssets folder.

edit: Hmm, just noticed I accidentally included a CvScreensInterface.py file that shouldn't be included (it's from another mod). Try deleting that file and see if it works.

I'm trying to balance the RPs that you get for capping. Right now I was thinking about going with:
CS x 5 + rand(CS x 10)

where CS = city size / 4

So a size 10 city, for example would be CS = 2 (always rounds down), giving
10 + rand(20) or 10-30% of the RPs for a tech.

Dunno if people think that's too low? A size 20 city would be 25-75%, which is what it's at now.

Bh

Telva
Nov 20, 2005, 10:40 PM
I am having the same problem. I have removed the game entirely and deleted every file I can find relating to having the Civ on my computer, but when I reinstall, I get the same "failed to load python module" error. The game is still messed up as well. If someone knows how to help...HELP!:confused:

Dom Pedro II
Nov 21, 2005, 12:36 AM
This is great stuff! Harkens back to the ol' Civ2 feature that gave you a free tech when conquering a city... but I think this is better since that was actually a little overpowered, especially if you conquered a lot of cities.

1c0n
Nov 21, 2005, 07:13 AM
telva, just delete your whole custom assets folder, it will mak a new one

Telva
Nov 21, 2005, 09:11 AM
Did that and the game won't load. Had to remove game entirely again and all traces of files, and still after reinstall, I get the same error. What's going on? It's not as if the error is burned onto the disk! You remove the files and folders it should work again...:aargh:

Bhruic
Nov 27, 2005, 08:26 PM
v0.2 updated

Bh

Kissamies
Nov 28, 2005, 12:29 AM
Perhaps the city's culture value could be worked in too. More established city is more likely to have new tech even if it's small. Of course, size and culture often go hand in hand...

Bezurn
Nov 29, 2005, 04:28 AM
Hi, I like the idea of the mod. Adds some value to the hard work of wartime (especially end game warfare, thats a chore). I was wondering though if you could make your next release utilize the mod folder instead of the custom assests folder? If I understand it correctly anything in custom assets loads everytime the game is played, while mods folder is a choosable option. Id rather not have to move stuff around in there everytime I want to load up the game.

Thanks for the good mod. I'd maybe suggest instead of using the city size to determine how much research is gained to perhaps try to get the commerce the city generated before you took it over and randomly add that commerce as beakers into a tech you don't have.

Thalassicus
Nov 30, 2005, 10:34 AM
I really like Kissamies idea, if that's possible to impliment. That would prevent cities that have already been captured (and thus lost culture) from providing a tech a second time if captured again. With it based on cultural value the older, more established cities would provide the most bonuses.

JamieCiv4Files
Nov 30, 2005, 02:44 PM
i've now mirrored this at http://civilization4.filefront.com/ for you Bhruic :)

Fachy
Dec 12, 2005, 01:43 AM
Bez I thought any Asset which works as a mod can work as a customAsset and vice versa.. correct me if I'm wrong?

Bhu, is there a way where your mod can work with SD culture mod? I think the entrypoint files seem to overlap, each one wanting to use it's own python dictionary :)

Sevo
Dec 20, 2005, 12:30 PM
I think I found a correction for the mod, Bhruic. I was trying to incorporate this into my Fusion mod so I was testing to be sure it was working in the new context, but I wasn't getting pop-ups at all. I think the line:

if city.getOwner().isHuman():

near the bottom of TechConquest.py should actually read:

should be

if gc.getPlayer(city.getOwner()).isHuman():

Changing this line seems to have fixed the problem for both my incorporation and the standalone mod (which wasn't working, either!)

This mod was a great idea, btw! Now I can focus on my military without falling hopeless behind the rest of the world!

Fachy
Dec 20, 2005, 04:45 PM
Sevo does this mean we can't play the current mod without changing that line... er?

Impaler[WrG]
Dec 21, 2005, 12:53 AM
Perhaps the city's culture value could be worked in too. More established city is more likely to have new tech even if it's small. Of course, size and culture often go hand in hand...

I think It would be wiser to key off of the Science Bonus Modifier from Libraries/Labs for the City (before they are all destroyed by the conquest ofcorse). Just multiply the points you get by the Science Modifier so a well developed City can be worth much more then a small one

Also another nice idea, lets steal map data as well :goodjob:

Fachy
Dec 30, 2005, 07:20 PM
Is this mod compatible with v.1.52?

Leong9000
Dec 31, 2005, 08:07 PM
wow, this is really a good feature that the civ4 expansion should have, still remember what will happens when you conquer a city with technology that you dont have in civ2?

Exavier
Dec 31, 2005, 08:21 PM
I want to know if this is compatable with v1.52 as well as I would like to include it into my Mod :)

Bhruic
Jan 01, 2006, 07:32 PM
It is now compatible with v1.52 - also made a few other fixes/modifications. See first post for details.

Bh

Exavier
Jan 01, 2006, 07:34 PM
cool thanx... think i am going to add this into my composit mod for the next update :)

Leuf
Jan 02, 2006, 03:49 PM
This is almost exactly what I was looking for. The only thing I'd like to suggest is that it shouldn't be 100% certain you get tech. I would suggest a check on the disparity of tech level between the two civs. If you were close the chances would be low, if you're way behind it would be 100%.

jollyroger3
Jan 03, 2006, 01:11 AM
Frankly - I missed this feature :) It was included for sure in old, great Civ I (anybody remembers this :beer: ?) and (I'm not sure) in Civ II. In Civ I each city "stored" one technology (tech was assigned to city, but of course you didn't know what tech is stopred in city you were attacking).

IMO random tech is a good idea.:goodjob:

PS. Exavier - could you consider adding Polish civ to your next release ? I would be REALLY GRATEFUL :D

Exavier
Jan 03, 2006, 04:51 AM
hehe sure though wrong thread to ask on :P

Darkhour
Feb 13, 2006, 04:42 PM
sorry to bring up an old thread.. but great mod!!.. :)

tombeef
Feb 13, 2006, 06:11 PM
good improvement, makes the already popular war path even better, but should I install it as a mod or into the custom assets folder? Thanks.

"Life is like a box of chocolates. After a while, it starts to get old."

roidesfoux
Feb 19, 2006, 02:41 AM
I found a small problem with this mod. It seems that it doesn't work if you're doing a "One City Challenge".

-RdF

roidesfoux
Feb 23, 2006, 09:27 PM
I've been playing with this mod, and I'm loving it. Something which just happened bothered me, though. I took a Roman city. It was defended by Longbowmen, so I knew he had Feudalism (which I did not). The tech that I got, however, was Polytheism. It bugs me that I could either get a certain percentage of a 180 cost tech, or the exact same percentage of a 1260 cost tech.
The first fix that springs to mind is to find the average cost of the techs that you could get, and then get a percentage of that amount. Then, in the above situation, I would have either gotten all of Polytheism or a portion of a more expensive tech.

-RdF

arthurtuxedo
Mar 11, 2006, 12:36 PM
The mod seems to be somewhat bugged in multiplayer games where both human players are in a permanent alliance. The amount of tech stolen is always vanishingly small, around 10%, even for size 20 cities, and upon capturing multiple cities, it doesn't add to the amount of points toward that same tech, but simply replaces the amount, sometimes with a smaller number of points. I'm playing this mod as incorporated into SevoMod v 2.3.

Bhruic
Mar 12, 2006, 01:08 AM
Dunno what version was incorportated in that mod - but there is no reason I can see that the latest version would be affected by multiplayer teams. All tech is handled on a team basis anyway, so whether you are teamed or not should be irrelevant.

Bh

Sevo
Mar 12, 2006, 07:37 AM
Dunno what version was incorportated in that mod - but there is no reason I can see that the latest version would be affected by multiplayer teams. All tech is handled on a team basis anyway, so whether you are teamed or not should be irrelevant.

Bh

Bhruic is right. I looked through the code and I made a mistake when I changed some of Bh's tech conquest functions for my last version of SevoMod. It'll be fixed in version 2.4. :goodjob:

DrJambo
Apr 21, 2006, 08:18 AM
IS this mod compatible with 1.61?

Rabbit, White
Apr 21, 2006, 09:25 AM
As far as I know it is. So far it hasn't caused any problems in my mod although I haven't done extensive testing.

DrJambo
Apr 24, 2006, 05:20 AM
I really like this mod, but I think in its current form it's a little overpowered. Receiving full techs for conquering large cities is a massive reward given the value of science and the tech tree in this game. This is particularly poignant in the mid to late game where tech is more costly, cities are larger and, with the units available, often easier to conquer. For instance, when one has tanks and bombers it can be relatively easy to take several AI cities in quick succession.

What I did was reduce the population multiplier percentage from x 5 to x 2 and changed the initial cost of tech awarded to 1/10 (10%) rather than 1/4 (25%). In my brief experience this is tending to award me around a third of a tech for each major city conquered, which seems a little more balanced.

CellKu
Apr 30, 2006, 05:03 AM
=Doctor=, I really like that mod, but had the same feeling about it being a bit overpowered that you had. Could you post the file you changed? I am very interested in it. Thanks in advance.
CellKu

Houman
Apr 30, 2006, 06:47 AM
Doctor,

You have changed these two lines correct?

iPercent = city.getPopulation() * 2
iBaseTechPoints = int(iTechCost / 10)

Spocko
Apr 30, 2006, 11:35 AM
I really like this mod, but I think in its current form it's a little overpowered. Receiving full techs for conquering large cities is a massive reward given the value of science and the tech tree in this game. This is particularly poignant in the mid to late game where tech is more costly, cities are larger and, with the units available, often easier to conquer. For instance, when one has tanks and bombers it can be relatively easy to take several AI cities in quick succession.

What I did was reduce the population multiplier percentage from x 5 to x 2 and changed the initial cost of tech awarded to 1/10 (10%) rather than 1/4 (25%). In my brief experience this is tending to award me around a third of a tech for each major city conquered, which seems a little more balanced.

I wonder if it might be better to acquire a calculated number of beakers toward an unresearched tech instead of the whole tech? Similar to how a Great Scientist can devote/provide 1000 beakers toward a tech.

My thinking is that if you stumbled upon Plastics for the first time, your understanding of what you are seeing would be based only on what you already know - you would not have a complete, epiphany-like understanding about this New Thing or New Tech.

My 2 cents... :p

Spocko