Buttons on the tech tree

J_Period

gone :(
Joined
Feb 8, 2006
Messages
385
Location
Denver, CO, USA
Anyone know how to get rid of the default buttons that appear on the tech tree? (for units/buildings/etc... that are enabled with each tech) The vanilla game does it, I know (because there's only 1 temple button, 1 monastary button, etc) but I can't figure out how they did... My tech tree's gonna be pretty ugly unless I can figure this out...
thanks
j
 
Under BuildingInfos, UnitsInfos, ect for each building, unit, ect there is a tag about prereq tech. If you set these all to NONE then none of the buildings, units, ect will be unlocked by techs. I assume that eventually you will be changing the buildings to need some sort of tech requirement?
 
I know that you can change just about everything in the techtree by poking through CyTechChooser.py - though I'm not sure if this is how the game does it for religious buildings.
 
In the vanilla game the temples, monastery's and such dont have tech requirement, only a religion requirement. So they wouldn't show up in the tech tree.
 
In the vanilla game the temples, monastery's and such dont have tech requirement, only a religion requirement. So they wouldn't show up in the tech tree.
They DO have tech requierments. Temples require priesthood, monastaries require meditation.
 
I figured it out!!!
The buildings themselves (jewish temples, etc) don't have a tech requirement, but their specialbuildingtypes DO so, only a temple will show up and not all 7...
I haven't tested it yet, but from the way the files look, that's how it works. I'll test it tommorow and confirm.
yay....thanks for help everyone...
(now if only I could find a way to do it with units, I'd be set :P...)

j
 
J_Period said:
(now if only I could find a way to do it with units, I'd be set :P...)
Hmmm - CIV4SpecialUnitInfos.xml doens't have a similar field. I think to do it with units you'll have to python.
 
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