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#41 |
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Deity
Join Date: Apr 2005
Location: Amsterdam/Netherlands
Posts: 3,603
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I just thought I would leave my mark on this thread as well and make "public" my techtree which I made from these lists.
I think looking at the techtree and finding the numbers is easier than using a list. See my sig or if it ever disappears from my sig find it here on imageshack |
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#42 | |
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Deity
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Quote:
However, you should fix the spelling on "Prophet" and "Engineer". ![]() Wodan |
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#43 | |
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Big mouth
Join Date: Dec 2005
Location: France
Posts: 7,710
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Quote:
I copied the whole thing into a simple text file, I search for the tech I want to beeline to and check who can lightbulb it and what there is on his list before my target tech. Of course I need the tech tree too, to see the prereqs and such, but since you can't do a search on a picture, I don't understand how you would use your image version. |
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#45 | |
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Big mouth
Join Date: Dec 2005
Location: France
Posts: 7,710
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Quote:
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#46 |
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Deity
Join Date: Apr 2005
Location: Amsterdam/Netherlands
Posts: 3,603
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The point of the tree is that you "simply" must not be able to research/bulb a lower tech, who cares if you are about to bulb tech #22 where #21 is??
When #21 is ... Mass Media while #22 is ... CS and #10 Masonry is blocking you from bulbing CS. I think the tech tree is nicer cause I can picture where I am on the techtree much easier than find where I am in a list (which is all over the place in the techtree). Then find the tech I want to bulb or can bulb right now. And see what I have to do (or not do) in order to get where I want to go. Some people are visual, others are conceptual (lists) to each his own. |
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#47 |
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Big mouth
Join Date: Dec 2005
Location: France
Posts: 7,710
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that must be so, i'm a conceptual guy (it's linked to "auditive" kind of people, AFAIK)
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#48 |
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Deity
Join Date: May 2003
Location: Burlingame CA
Posts: 4,293
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I don't find the tree at all useful, but to each his own.
If we are fixing spelling errors, it sure would be nice to change the title of this thread from "Prefences" to "Preferences". |
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#49 |
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Chieftain
Join Date: Aug 2005
Location: Old Europe
Posts: 36
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Which Tag in Civ4TechInfos.xml determines the order? Could you explain that please or somebody else?
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#50 | |
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Deity
Join Date: Mar 2007
Location: Mountain View, California
Posts: 9,624
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Quote:
For any particular great person type, first sort the techs by their flavor value and then sort ties by the order the techs appear in the file. For example, the religion flavor values for a few techs (in file order):
The above techs are the only ones I tested by looking at the file. One mod idea I'd like to pursue is to put this information into Sevopedia, but I'm wrestling with how. The easier way is to list the previous and next techs prefered by each great person type. For example, when looking at Civil Service, you'd see
The above mod would help you backtrack along the path, but would require a bit of busy-work for the player. A better solution would drive at answering the key question: what must I research and/or avoid researching so that I can pop for this tech? Can anyone explain what information to display to answer this question? Continuing the example using a GS and Civil Service, assume you have every tech higher in the list except Music. To avoid popping for Music, you must avoid having Music's prerequisites. Both require Mathematics, but Music also requires Literature or Drama. Thus you must avoid researching Literature or Drama as either would open up Music. Figuring this out is a PITA using the first method I described. It would be better to list this information on both Literature and Drama using your current known technologies.
For bonus points, on Civil Service it would say, "Drama or Literature would allow GS to help research Music." I think this is less important, and it would be complicated if there were many missing techs higher in the list. Is there a better way to represent this information in-game? I'm up for a challenge! I think I could bang this out in Python without too much difficulty if we can think of a way to accurately and clearly present the information. It's all there in the XML and TechInfo objects. |
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#51 |
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Deity
Join Date: Mar 2007
Location: Mountain View, California
Posts: 9,624
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Sorry, I didn't clearly answer your question. The tags in particular in Civ4TechInfos.xml are within the <Flavors> element
Code:
<Flavors> <Flavor> <FlavorType>FLAVOR_MILITARY</FlavorType> <iFlavor>3</iFlavor> </Flavor> <Flavor> <FlavorType>FLAVOR_RELIGION</FlavorType> <iFlavor>6</iFlavor> </Flavor> <Flavor> <FlavorType>FLAVOR_PRODUCTION</FlavorType> <iFlavor>2</iFlavor> </Flavor> <Flavor> <FlavorType>FLAVOR_GOLD</FlavorType> <iFlavor>2</iFlavor> </Flavor> <Flavor> <FlavorType>FLAVOR_SCIENCE</FlavorType> <iFlavor>2</iFlavor> </Flavor> <Flavor> <FlavorType>FLAVOR_CULTURE</FlavorType> <iFlavor>1</iFlavor> </Flavor> <Flavor> <FlavorType>FLAVOR_GROWTH</FlavorType> <iFlavor>4</iFlavor> </Flavor> </Flavors> For techs with the same value, it uses the order in which they appear in the file. |
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#52 |
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Deity
Join Date: Apr 2005
Location: Amsterdam/Netherlands
Posts: 3,603
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how about using my techtree numbering to enter the information directly into the techtree itself?
Determaining what is bulbed by whom next is hard as you have to determain what someone is going to research in the meantime, while displaying the bulb order would allow someone to manipulate the techtree in such a way he can bulb what he wants. |
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#53 |
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Deity
Join Date: Mar 2007
Location: Mountain View, California
Posts: 9,624
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The main thing I see being useful is when you have a particular expected type of great person on the way (or one lying around) and want them to lightbulb a particular tech.
You may need to acquire some other techs first:
Given that the game knows what you have already researched and the preference orders for all the techs and great people, it should be able to tell you this without knowing your intented lightbulb tech. For each great person, the game already chooses which tech to lightbulb using this information. I'd like to present this to the user, along with the effect of researching each possible tech individually. "If I research Literature, which great people will change the tech they will lightbulb?" Once I get that presented, I figure we can extend it to consider multiple techs at once. "If I research Literature, what other techs that I can research right now must I research to get each great person to change the tech they will lightbulb?" The latter is important because if a tech has two prerequisites that I haven't researched, I can safely research one of them without changing the tech to be lightbulbed. I haven't looked at your mod code yet, but can you quickly answer one question: did you type in the list data yourself, or are you inspecting the TechInfos to generate the numbers in the tech tree? |
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#54 |
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Live 4ever! Or die trying
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I am actually thinking along the lines of a tech bulbing screen. The top would contain your current research options (what techs are available to research) with the first column being blank while the left side would show the 5 Great People. The body of the screen would show the tech that the GP would bulb.
Thus, if you looked along the GA line, it would show the current tech that a GA would bulb, the next column would show the tech the GA would bulb if you knew the tech at the top of that column (it might be the same, it might be different). This would help you work out what type of GP you wanted but it would also warn you off researching a certain tech.
__________________
My Blog [Getting Old, Getting Cranky], Wife's Series! [The Prism Series - book 2 The Deeper Darkness now on sale!] BUG Mod - BtS Unaltered Gameplay [ Forum | Download | FAQ | Known Issues | Report Bugs | Troubleshooting | BUG Wiki | Modding Tutorial | BUFFY ] "I found this great mod! Have you heard of it? It gives me everything I need!" - Troy Goodfellow's wife talking about the BUG mod Spawn Busting: All the cool guys are doing it | Ruff's Oz Game is now up and seeking your input! Test your knowledge of probability quiz! My latest game report - new 3/26 |
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#55 | |
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Chieftain
Join Date: Aug 2005
Location: Old Europe
Posts: 36
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Quote:
Thanks
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#56 |
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Deity
Join Date: Apr 2005
Location: Amsterdam/Netherlands
Posts: 3,603
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The problem with such a screen is this bulbing list is not exactly liniar.... Researching a certain tech may just block you from bulbing the exact thing you are trying to bulb...
I.e. I want to bulb Education ASAP with a Scientist... The strangest thing happens if I dont research Meditation... Philo is blocked and Education is the first tech on the list after researching paper. How are you going to fit this into a liniar thing? You dont... I dont think so... Cause it is all over the techtree.... |
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#57 |
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Sarge
Join Date: Jun 2003
Location: The Dog House
Posts: 566
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Here are two charts that might help. One has all of the BtS technologies listed in alphabetical order and the preference of each GP to research. The other has the research order of each GP on one page.
Next week when I get BtS I will double check all of my figures and post again.
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If you have ten thousand regulations you destroy all respect for the law ~ Winston Churchill Last edited by Jeff1787; Jul 21, 2007 at 03:26 PM. |
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#58 |
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Sarge
Join Date: Jun 2003
Location: The Dog House
Posts: 566
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Here is the other one...
__________________
If you have ten thousand regulations you destroy all respect for the law ~ Winston Churchill |
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#59 |
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Chieftain
Join Date: Apr 2007
Location: Seattle, WA
Posts: 19
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I have a question regarding the light bulbing.
Sometimes the GP is able to discover the technology from scratch. On other times it only adds beakers to research. Does anyone know how does it work? is there a cap to the # of beakers that a GP can contribute? |
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#60 | |
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Deity
Join Date: May 2003
Location: Burlingame CA
Posts: 4,293
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Quote:
Other Great People give up to (1000 + 2*pop) beakers |
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