Civ 4 Guide - Creating A New Technology

mismatch said:
I've added five techs, X1 - X5, each Xn has Xn-1 as a prereq.
...
Xn is said to lead to Xn+2, and the opposite (Xn-2 is a prereq to Xn)
... theyre ordered:
Xn
Xn+1

Take a look at this thread, scroll down to post #35. There's more to it, but basically the tech's need be listed in the file as they appear horizontally on the grid.
 
So does anyone know the answers to scoops questions about untradeable techs and seperate tech trees cause this is where the search for that subject brought me.

In civ3 it was easy, you made a tech that had no pre-reg and gave it at the start of the game. then just made it a pre-reg for other ones. It never even came up on the trade list during diplomacy.

I can't seem to figure this out in cIV.
 
JavalTigar said:
So does anyone know the answers to scoops questions about untradeable techs and seperate tech trees cause this is where the search for that subject brought me.

In civ3 it was easy, you made a tech that had no pre-reg and gave it at the start of the game. then just made it a pre-reg for other ones. It never even came up on the trade list during diplomacy.

I can't seem to figure this out in cIV.

<bDisable>0</bDisable>
If this is 1 the tech cannot be researched.

<bTrade>1</bTrade>
If this is 0 the tech cannot be traded.

Then just add the tech to the civ(s) that should have it. Just as easy as in civ 3! :)
 
thank you, snarko. Us lords have to stick together
 
Does someone have any idea what "<bGoodyTech>0</bGoodyTech>" alters? I know on some technologies it is enabled and others it is not, but I can't seem to figure out what it does. Thanks.
 
I may be wrong but I thought I had read somewhere that it enables the tech to be found in a goody hut.
 
i'va added 7 new technologies as starting technologies and they work fine. but now i got a strange problem.

i changed the starting technologies for all civs in the civ4civilizationsinfo file . i have the vanilla civs and the ones from sevomod. now all civs start with the 2 techs i gave them in the xml file. but the vanilla civs additionally start with the 2 techs from the original game. the ones from sevomod don't.

is there a second file where starting techs for vanilla civs can be changed or is there something in any of the python files ? or are the starting techs for vanilla civs hardcoded ?

thx for any help in advance,

zarg
 
I can't seem to find the Art0.fpk or the techtree folder anywhere. Tried searching my hard drive, got nothing. Can anyone fill me in on where I can get it? Or another way to modify my tech pix? Mucho grande appreciated.
 
themidgethotel said:
I can't seem to find the Art0.fpk or the techtree folder anywhere. Tried searching my hard drive, got nothing. Can anyone fill me in on where I can get it? Or another way to modify my tech pix? Mucho grande appreciated.


one of the official patches broke down the Art0.fpk file into these files:

Assets0.fpk
Assets1.fpk
Assets2.fpk
Assets3.fpk

they can be found here:

[main civ4 folder]\assets FOLDER


hope that helps;)
 
Hmmm

I'm getting issues with this. Nothing appears at all. I must be missing someting.
 
how do you make it so that your created tech reveals a resource? im tryin to do "hippy tech" but i need it to reveal a "cannabis" resource
 
I can't find the assets/art/interface/buttons/Techtree folder
:/
 
This folder is not where you think it should be.
Most of the art is in 4 big files, the .fpk files, in the C:\Program Files\Firaxis Games\Civ4\Assets folder (NOT in My Documents\My Games\Civ4\Assets).
You can open these files with the program pakBuild.
 
how do you ad a video to a tech?
 
I'm trying to modify the standard techs so that the Leonard Nimoy quotes are replaced by different quotes. I have the text appearing properly, but I can't get the voiceover to work. I've changed entires in CIV4TechInfos.xml, AudioDefines.xml, and Audio2DScripts.xml, but I'm getting nothing but silence. What am I forgetting?

The sound files themselves are in the Mods/MyMod/Assets/Sounds/Tech folder.
 
What type of sound file are they?
They have to be MP3s, not other file types.

They are MP3s.

Here's what I have in CIV4TechInfos:
Code:
<TechInfo>
			<Type>TECH_BRONZE_WORKING</Type>
			<Description>TXT_KEY_TECH_BRONZE_WORKING</Description>
			<Civilopedia>TXT_KEY_TECH_BRONZE_WORKING_PEDIA</Civilopedia>
			<Help/>
			<Strategy>TXT_KEY_TECH_BRONZE_WORKING_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<iAIWeight>0</iAIWeight>
			<iAITradeModifier>0</iAITradeModifier>
			<iCost>120</iCost>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<Era>ERA_ANCIENT</Era>
			<FirstFreeUnitClass>NONE</FirstFreeUnitClass>
			<iFeatureProductionModifier>0</iFeatureProductionModifier>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iTradeRoutes>0</iTradeRoutes>
			<iHealth>0</iHealth>
			<iHappiness>0</iHappiness>
			<iFirstFreeTechs>0</iFirstFreeTechs>
			<iAsset>8</iAsset>
			<iPower>8</iPower>
			<bRepeat>0</bRepeat>
			<bTrade>1</bTrade>
			<bDisable>0</bDisable>
			<bGoodyTech>1</bGoodyTech>
			<bExtraWaterSeeFrom>0</bExtraWaterSeeFrom>
			<bMapCentering>0</bMapCentering>
			<bMapVisible>0</bMapVisible>
			<bMapTrading>0</bMapTrading>
			<bTechTrading>0</bTechTrading>
			<bGoldTrading>0</bGoldTrading>
			<bOpenBordersTrading>0</bOpenBordersTrading>
			<bDefensivePactTrading>0</bDefensivePactTrading>
			<bPermanentAllianceTrading>0</bPermanentAllianceTrading>
			<bVassalTrading>0</bVassalTrading>
			<bBridgeBuilding>0</bBridgeBuilding>
			<bIrrigation>0</bIrrigation>
			<bIgnoreIrrigation>0</bIgnoreIrrigation>
			<bWaterWork>0</bWaterWork>
			<iGridX>3</iGridX>
			<iGridY>14</iGridY>
			<DomainExtraMoves/>
			<CommerceFlexible/>
			<TerrainTrades/>
			<bRiverTrade>0</bRiverTrade>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_MILITARY</FlavorType>
					<iFlavor>6</iFlavor>
				</Flavor>
				<Flavor>
					<FlavorType>FLAVOR_PRODUCTION</FlavorType>
					<iFlavor>5</iFlavor>
				</Flavor>
				<Flavor>
					<FlavorType>FLAVOR_SCIENCE</FlavorType>
					<iFlavor>4</iFlavor>
				</Flavor>
				<Flavor>
					<FlavorType>FLAVOR_CULTURE</FlavorType>
					<iFlavor>1</iFlavor>
				</Flavor>
			</Flavors>
			<OrPreReqs>
				<PrereqTech>TECH_MINING</PrereqTech>
			</OrPreReqs>
			<AndPreReqs/>
			<Quote>TXT_KEY_TECH_BRONZE_WORKING_QUOTE</Quote>
			<Sound>AS2D_TECH_NEWSTUFF</Sound>
			<SoundMP>AS2D_TECH_MP_BRONZEWORK</SoundMP>
			<Button>,Art/Interface/Buttons/TechTree/Bronze Working.dds,Art/Interface/Buttons/TechTree_Atlas.dds,2,9</Button>
		</TechInfo>

In Audio2DScripts:
Code:
<Script2DSound>
		<ScriptID>AS2D_TECH_NEWSTUFF</ScriptID>
		<SoundID>SND_TECH_NEWSTUFF</SoundID>
		<SoundType>GAME_SPEECH</SoundType>
		<iMinVolume>100</iMinVolume>
		<iMaxVolume>100</iMaxVolume>
		<iPitchChangeDown>0</iPitchChangeDown>
		<iPitchChangeUp>0</iPitchChangeUp>
		<iMinLeftPan>-1</iMinLeftPan>
		<iMaxLeftPan>-1</iMaxLeftPan>
		<iMinRightPan>-1</iMinRightPan>
		<iMaxRightPan>-1</iMaxRightPan>
		<bLooping>0</bLooping>
		<iMinTimeDelay>0</iMinTimeDelay>
		<iMaxTimeDelay>0</iMaxTimeDelay>
		<bTaperForSoundtracks>0</bTaperForSoundtracks>
		<iLengthOfSound>0</iLengthOfSound>
		<fMinDryLevel>1.0</fMinDryLevel>
		<fMaxDryLevel>1.0</fMaxDryLevel>
		<fMinWetLevel>0.0</fMinWetLevel>
		<fMaxWetLevel>0.0</fMaxWetLevel>
		<iNotPlayPercent>0</iNotPlayPercent>
	</Script2DSound>
And in AudioDefines:
Code:
<SoundData>
			<SoundID>SND_TECH_NEWSTUFF</SoundID>
			<Filename>Sounds/Tech/Newstuff</Filename>
			<LoadType>DYNAMIC_RES</LoadType>
			<bIsCompressed>1</bIsCompressed>
			<bInGeneric>1</bInGeneric>
		</SoundData>
 
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