A request for a mod..

bdfett

Chieftain
Joined
Dec 4, 2005
Messages
19
Alright.. Im just asking if anyone could make, or instruct me on how to make a mod that would disable technology, and have the game fixed at a certain time period? I was hoping to make some scenerios for myself having Empires clash, but without having to worry about losing tech advantages. Thanks in advance!! =)
 
Hmm... theoretically, depending on what time frame you are thinking of, disable the techs from that point on. If it's for a scenario, then maybe even add the techs from the beginning and just disable the others. Depends on what you want so think about it.

Maybe this will help:

<Era>ERA_ANCIENT</Era>
<FirstFreeUnitClass>NONE</FirstFreeUnitClass>
<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
<iTradeRoutes>0</iTradeRoutes>
<iHealth>0</iHealth>
<iHappiness>0</iHappiness>
<iFirstFreeTechs>0</iFirstFreeTechs>
<iAsset>8</iAsset>
<iPower>0</iPower>
<bRepeat>0</bRepeat>
<bTrade>1</bTrade>
<bDisable>0</bDisable>
<bGoodyTech>1</bGoodyTech

Perhaps if you put a 1 where the 0 is in <bDisable> you can actualy disable that particular tech. However, I am speculating as I haven't tested this myself.

I don't know if this is what you were looking for or even if it is possible to just remove all the techs from the game or not, but I hope it helps. ;)

NOTE: Keep in mind if you were to remove all the techs you will have to edit the start techs for each Civilization and also remove the tech prereqs from all units and other bonuses, otherwise you'll get a bunch of XML errors. ;)
 
Two possibilities:
Remove all the techs you don't want from the tech xml file, or make the research costs of the techs after some point like 50,000. Both of these can be done by copying the Assets\XML\Technologies\Civ4TechInfos.xml to \Mods\(your mod name)\Assets\XML\Technologies\Civ4TechInfos.xml, and then modifying the new version as desired. You can open xml files with a lot of programs, text editors, explorer (I think) ...

Hope that helps!
 
Well.. Like.. how is that how they made it so you cant research things in the Revolutionary War mod? Im aiming twoards somthing like that..

BTW, thanks for the help!!! Even if I didnt understand most of it.
 
bdfett said:
Well.. Like.. how is that how they made it so you cant research things in the Revolutionary War mod? Im aiming twoards somthing like that..

BTW, thanks for the help!!! Even if I didnt understand most of it.


Well, you could try taking a look at the tech tree of that mod. Perhaps the xml file will tell you enough to figure out how it works for that particular mod. ;)
 
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