Faustmouse
Deity
- Joined
- Jan 31, 2012
- Messages
- 3,524
Feel free to change the building in question to you will.
Feel free to change the building in question to you will.
Good move DH. We should apply the same to any alternative timeline techs as well I think. Clockpunk for example.
Confused, why would you want only one civ to research an alternative timeline tech?![]()
The difference between the Punk and Religion techs is that some of the Punk techs open things other than just the Culture. Also getting the tech is not the same as getting the Culture. You may research the tech only to discover you don't have what is required and need to build a new city somewhere letting others get the tech and race you to the Culture.
Honestly I have always been dubious about the need to make it a culture and have always thought it could/should be something of a 'Global' tech (that can only be accessed by use of a Great Scientist). Having them be 'cultures' feels like stretching the definition of a culture too much imo.
If they are to be truly modular, it would be best if they were all dead-end techs.
Only one civ will ever be able to access the benefits of an alternative timeline so why not make it simply a global tech and remove the culture factor entirely? I've never seen much selectivity involved in a given city qualifying to be able to build the culture anyhow.
That's seems simple to me - tech knowledge requirements should be removed from associated buildings/units, only requiring clockpunk culture resource to build.
As for the tech - it should be prohibited for research after corresponding Culture have been built.
That seems the easiest way of dealing with things.
What exactly ARE the resources they require? It seems I can build the culture anywhere as long as I have the tech and it hasn't been built yet.The point is that those Punk Cultures require one of more resources in the vicinity of a city. IE you need to have the resource and have it improved. This represents the potential to go down this path. Unfortunately there is no way to link the requirement directly to the technology and so we have to have both the technology and the Culture.
Provided it actually is important to preserve the vicinity req's I can see this working.If the PrereqBuildingClasses, PrereqOrBuildingClasses,BuildingClassType and iNumBuildingNeeded tags were working correctly, IEwe could just use the Tech definition, move all the units and buildings into the tech and get rid of the Culture.
- restricted access to the tech based on the building(s), and
- increased the priority of the buildings and improvements
We can sort of achieve this in part by- making an auto built building "Precondition for xxxPunk" that has the same terrain etc requirements as the culture
- making a PythonCallBack on those techs that handles the building requirement.
This would mean that the AI has no knowledge of the tech requirements nor the importance of improving those resources.
We can also make them a WorldTech allowing 2 or more nations to learn them.
What exactly ARE the resources they require? It seems I can build the culture anywhere as long as I have the tech and it hasn't been built yet.
And why would it even be important to base it on any resources in the first place?
And if we WANT more than one civ to be able to have access, then I suppose the last portion there is the way to go.
With our current game structure, to the best of your knowledge, would it be possible to require the action of a Great Scientist (or perhaps Great Engineer) to access a wonder tech like this? Given how we're continuing to add more purpose to various individual GPs, wouldn't this make a GS (or GE) more important and help him to balance better to the added importance C2C has applied to GPs like Prophets?
Those files should stay in the modules area especially if they belong to an optional module. If something get's moved into or out of the core the complete module must be moved not just parts everything else is just confusing.
Clockpunk requires sulphur in the vicinity.
It is to mimic what happens in the real world and give some variation to the nations. That is what the Cultures are all about. The mega fauna also.
I somewhat agree with Arakhor here - it feels like we're reaching to CREATE a unique restriction rather than allowing it to be something more natural. I have no problem with trying to enforce some variation between nations but we're obviously going to have that with a tech (or world wonder building... read on) requirement as well.Why does Clockpunk require sulphur? Intricate metal mechanisms do not generally require gunpowder to function.
It certainly would be interesting to eventually invest into some improved international negotiations and treaties settings. That's where I feel this sort of thing would work in more effectively.In the real world there was a time when only a few countries had nuclear weapons. The main reason was based on need and cost. Many countries did not need to have them because they were in one or more "clubs" which had them. That does not work in Civ IV as you don't get such clubs.
Yeah, didn't think so. Probably not hard to code but there's so much else to do.If you want it as a "hidden" tech that anyone can research using a GP but only using a GP then it is a bit more difficult. You would need to have the tech unavailable to everyone and have an action by GP which gives the tech. There is no current XML tag to define which tech you get so it can't be done with existing functionality.
Ok, so going off of some of the thoughts surfacing earlier in this post, what if we:It does not have to be a tech, it could be a building, eg Culture, that gives access to it. That we could do easily as it just uses the building stuff that GP already have. It can be based on Tech but not on anything else as that existing functionality ignores non-tech requirements.
Why does Clockpunk require sulphur? Intricate metal mechanisms do not generally require gunpowder to function.
Nif/DDs placement are easy to track by artdef XML files. Less files in mod = faster loading.