View Full Version : Advanced Mod Question Mk 2


Bane Star
Aug 14, 2003, 07:45 AM
Ok, So I cannot find the original thread for this.. So here it is again...

How is it possible to allow a Era 1 tech to be a pre-requisite for an Era 2 Tech.

and on the chance that there is not possible way to force it...

Would anyone Mind if the Tech Tree page was Completely cluttered so that ALL the techs fit into the One Era???

BeBro
Aug 14, 2003, 09:53 AM
Originally posted by Bane Star


Would anyone Mind if the Tech Tree page was Completely cluttered so that ALL the techs fit into the One Era???

Canīt help you with the other thing but if you pack all in one era, arenīt that then too many to fit into one science screen?

Pawel
Aug 14, 2003, 11:02 AM
Well, aren't all techs from the previous era are pre-requisites for the next? ;) To me that is kind of the definition of an era...

Steph
Aug 14, 2003, 11:53 AM
Originally posted by Bane Star
Ok, So I cannot find the original thread for this.. So here it is again...
How is it possible to allow a Era 1 tech to be a pre-requisite for an Era 2 Tech.


It is no possible. But all Era 1 tech which are not flagged as not required are ... required, an so are prerequiste for an Era 2 tech.

It's a way to guarantee that before starting to discover gunpowder, you have master almost of the tech of the ancient era.

Bane Star
Aug 20, 2003, 03:27 AM
Originally posted by BeBro
... arenīt that then too many to fit into one science screen?
yEs that is the problem I'm facing.... The reason I have to pack it all into the one screen is this:

aa an example :IF in the late middle ages, you did NOT discover gunpowder, because for example there is NO saltpeter nearby, THEN you should still continue the tech tree, BUT not have access to the techs that require gunpowder tech, since Gunpowder is in ERA 2/3? (I forget) then how can I make it possible...

The only solution at the moment is that ALL gunpowder techs must remain within the same Era, BUt then any other tech that benefits from other techs that rely on gunpowder ALSO have to be put into the same ERA... hence the reason that I may have to put ALL techs into the same ERA, and mess up the science screen...

So my real question is.... Does everyone use the Science Screen(f6) alot or can I make it really messy and no-one will mind that much...

Steph
Aug 20, 2003, 03:40 AM
Originally posted by Bane Star

aa an example :IF in the late middle ages, you did NOT discover gunpowder, because for example there is NO saltpeter nearby, THEN you should still continue the tech tree, BUT not have access to the techs that require gunpowder tech, since Gunpowder is in ERA 2/3? (I forget) then how can I make it possible...

You don't have to worry about it. Saltpeter appears when you discover gunpowder, not the opposite. It is not possible that you cannnot discover a tehc, you just have to wait long enough.

Originally posted by Bane Star

The only solution at the moment is that ALL gunpowder techs must remain within the same Era, BUt then any other tech that benefits from other techs that rely on gunpowder ALSO have to be put into the same ERA... hence the reason that I may have to put ALL techs into the same ERA, and mess up the science screen...

False, see above.

Originally posted by Bane Star

So my real question is.... Does everyone use the Science Screen(f6) alot or can I make it really messy and no-one will mind that much...
At first I had also only one big tech tree. But the Science Screen is useful ; it's there that you can "plot" a course, and say "my goal is to discover nuclear weapons, now pick for me the necessary techs to get there".

Bane Star
Aug 22, 2003, 09:24 PM
Look, I know how the Normal Game works, Hence the top: ADVANCED MOD question, I'm not a beginner at this... to use th example I started with, I HAVE the tech GUNPOWER as a NON pre-requisite tech, If a player DOESN:T research it in Era 3, and proceeds to ERA 4, then I still want Technologies in Era 4 to need gunpowder, BUT as it stands when anyone gets to Era 4, they now suddenly have access to all the basic Era 4 techs regardless of thier Era 3 techs... essentiall I worked out a way for the TECHS to require the RESOURCE and so I have now the problem that I described above... I'm hoping that Sid & others read this and 'allow' Era different techs to be requirements in C3C... I cant find the Code to change this...