1 tech for each civ?

The Tuna Bomber

Shocking Beyond Belief
Joined
Dec 27, 2006
Messages
126
i want to make a tech for each civ only so they can build their own buildings /wonders that noone else can have

Do i need to make a separate civpedia tech entry for each (ex: TECH_zulutech, TECH_englandtech, TECH_mayatech) or can i just use one for all of them (ex. TECH_CivTECH) ??
 
All of the civs can then build all of the wonders then. He wants unique wonders for each civ.

No, he's not asking if he needs more techs, but if he needs more than one entry.

One entry is enough for an infinite amount of techs.

edit: crosspost with VC
 
Same goes for units, buildings etc., just keep in mind that if they share the civpedia entry then they will also share graphics and the actual entry text in the civilopedia.
 
They can share the same entry. Whenever I add techs I usually just give them one of the other techs entries, and then only later add a specific entry to each tech.
 
Yeah, it works just like the upgradeable Daimyo in the Sengoku conquest; even though the different level daimyos had different names and stats, since they all shared the same civilopedia entry (and units_32 icon), it was only possible to determing which was which by actually right-clicking on the unit, since they all looked the same.

Same goes for techs... I may even do just that for all the Game-spec techs for the FF mod... save me some time at least.

Also, everyone forgot to mention that it needs to be a non-tradeable era-none tech that is given at the start (i.e. set in the "Free techs" section), that way the tech can't be researched by other civs, nor can it be traded or stolen (techs that are stolen must be from the current era, and since "era none" techs don't appear in any era, they can't be stolen, and any techs requiring that as a prereq can't be stolen either, due to the fact that techs have to be available for research to be stolen).
 
Stolen?...how do you stel a tech in CIV 3?.... I remember that if you took a city from a civ that had a tech you didnt (Civ 2) you could steal it...but in Civ 3???

[edit] NM...thats espionage
 
Well, I think that we've pretty much got to the answer. You can have several techs that use the same civpedia entry. The issue with this would be that if you use the same entry for all the techs then the same icon and same text will be used. Also, I think that if you make an era-none tech then you can't build units (or maybe it's buildings? Can't remember :mischief:) from that tech, so you need to make an era-none tech that leads to another tech in one of the normal ages. Then put the buildings and units with the second tech. Hope that makes sense. :)
 
Of course you can. Here's how i do it in my mod, just to clear things up. :D

- first of all; you write NOTHING about that tech in civilopedia.txt
- you put this in your pediaicons.txt
#TECH_CivAdvantage
Art\tech chooser\Icons\47-Monotheism-small.pcx

and

#TECH_CivAdvantage_LARGE
Art\tech chooser\Icons\47-Monotheism-large.pcx

In their proper places.

- in the editor, the techs "Zulu Knowledge", "Carthaginian Knoledge" will all have TECH_CivAdvantage as their civilopedia entry
- they must be Era: None
- they must cost 0
- they must all be "Not Required for Era Advancement" (i dunno if it's necesary)
 
In their proper places.

- in the editor, the techs "Zulu Knowledge", "Carthaginian Knoledge" will all have TECH_CivAdvantage as their civilopedia entry
- they must be Era: None
- they must cost 0
- they must all be "Not Required for Era Advancement" (i dunno if it's necesary)

they also have to be checked "Untradable"...unless you want them to trade uniquie skill sets

Actually the only thing that is needed is that they are era None. Era None techs can't be traded no matter what.
 
The techs can also have no entry at all (no link in BIQ file), like in Plotinus' Desert & the Mountain. This way they are invisible in game (they won't show up as prereq or in civilopedia) but still work.
 
they also have to be checked "Untradable"...unless you want them to trade uniquie skill sets
I wanted to post that too, but i was shocked to see my techs were not untradeable. :lol: The civ-specific techs in my mod were made aprox 5 years ago. :)
 
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