Civ Specific Techs

grallon

Warlord
Joined
Feb 5, 2003
Messages
110
How do you make civ specific techs ?

I looked into the CivInfo XLM and there's a value called 'disabletech'.. Does that have anything to do with it ? I presume 'Hindusim' for instance could be disabled for all civs except the Indians yes ?



G.
 
Well it's not at all clear...


What I want to do is this:

Eliminate 'Taoism' and replace it with 'Pantheism' - which will be the equivalent of all the ancient polytheistic religions.

When Polytheism is discovered it would lead to 2 new techs: 1) pantheism & 2) hinduism. The Indian player would be prevented to research the first one and all the others would be prevented to research the second one.

Now I more or less know where to look in the XLM files but it seems there are DDS and Python files involved and that's where I'm lost.

And btw, from the cursory look I had at Python's GUI which I installed - it's less than user friendly. :(



G.
 
Actually I think you are thinking of Buddhism there, not Taoism, grallon, since Taoism comes in the middle of classical era, after you develop Philosophy, so it is too late for Pantheism.
 
Martinus said:
Actually I think you are thinking of Buddhism there, not Taoism, grallon, since Taoism comes in the middle of classical era, after you develop Philosophy, so it is too late for Pantheism.


That's long gone ;) I've played around quite a bit and modified the tech tree already. I'm waiting for some APPROPRIATE DOCUMENTATION before doing the real job of re-writing it. So far Firaxis hasn't been forthcoming with said doc.

Anyhow Taoism is the most expendable of all those religions. Besides I've already done what I said and it works well *except* for the religious advisor' screen which dispays a "text-key-tech-pantheism" instead of the proper name. I've changed all the relevant XLMs so I can only guess that at this point I would need to use Python to compile the changes back into the game. But I'm no programmer and I'll be damned if I sit and start learning a programming language to play a f*king game ! This is not what I paid 70$ for for christ sake.




G.
 
Actually after further testing the disabling command to prevent other civs from researching a specific tech (in this case Hinduism) - doesn't appear to function properly. I'm not getting an error msg at load time with the following:

<DisableTechs>
<DisableTech>
<TechType>TECH_HINDUISM</TechType>
<bDisableTech>0</bDisableTech>
</DisableTech>
</DisableTechs>


So I presume the syntax is correct. Still it appeared as a choice after researching polytheism even if I was Egypt. Just to clarify, the "0" value means the switch is on to disable right ?

Anyhow as I mentioned above the Religious Advisor does not display "Pantheism" properly. But to my surprise, when Hinduism was founded it also showed a garbled "tex_key etc" msg instead of "Hinduism"...

This fumbling around without proper documentation is so aggravating !



G.
 
I'm pretty sure you want that switch on 1. I think, like all other boolean fuctions, 1 is on, and 0 is off. As you want the disabling to be on, you want it to be 1.
 
grallon said:
When Polytheism is discovered it would lead to 2 new techs: 1) pantheism & 2) hinduism. The Indian player would be prevented to research the first one and all the others would be prevented to research the second one.
Interesting. You could also include Shintoism at the same time as a religion restricted to the Japanese.
 
grallon said:
That's long gone ;) I've played around quite a bit and modified the tech tree already. I'm waiting for some APPROPRIATE DOCUMENTATION before doing the real job of re-writing it. So far Firaxis hasn't been forthcoming with said doc.

I've already rewritten the tech tree for my own game. I have 60 techs, rather than the 85 or so that Firaxis has. I replaced some of those techs with new ones (mainly from civ 3) and they all show up appropriately with the proper names, text, benefits, and so forth. No programming required, just browsing through the xml files in Notepad, trying things, then reading the error messages as they come up when you launch the game. That and making sure your tree actually connects up properly, a task I accomplished using the high-tech tools of a pen and a piece of paper. ;-)

Anyhow Taoism is the most expendable of all those religions

I'd think Confucianism would be the most expendable, since it isn't a religion. Neither is Taoism, really, but to the average westerner it looks more like a religion than Confucianism does. Game-wise though it doesn't matter which of these 'religions' you muck with.

Max
 
maxpublic said:
... No programming required, just browsing through the xml files in Notepad, trying things, then reading the error messages as they come up when you launch the game. That and making sure your tree actually connects up properly, a task I accomplished using the high-tech tools of a pen and a piece of paper. ;-)


You were right. The Pedia entry for "Pantheism" had an error... :blush:

Now I need to find how to change the graphic representing the taoist temples/shrines/missionary to include the pantheist icon.



G.
 
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