Dual-phase Tech Tree Expansion

Attached below are the two replacement XML documents - didn't have time for much else. Please let me know if the Improvements file fixes the mysterious upgrades - that'll let me know if it works as a 'module' even if a pointless use of a module (full file update.)

Then I can bundle it together hopefully tomorrow with more of an update.

works fine now.:)


In case you're looking for some production heavy improvements as an alternative fpr mines, how about allowing Workshops abit more early ?
The +2 :hammers: you gave them with guilds sounds nice in a sandbox (-1/+4/0 then), but you get that bonus in the mid-to-endgame where you could also just go for Mines granting you +0/3/0 with blasting powder or even +0/4/0 with Arete.
On top of that, mines are accessible even earlier (less micromanagement) AND you can find new resources, making them almost all the time superior to workshops (and thus the only choice right if you want to go for production)

Perhaps it's just me, but I really like the way those work in Vanilla civ, so perhaps instead of granting them +2 hammers at guilds, +1 food/+1hammer would make them more considererable.
Or go a road like Mailbox tried to improve them: let a certain Civic (serfdom e.g) grant an additional bonus to Workshops, much like it is in Vanilla civ.

Just my 2 cents - I know this should be about new techtree and not about resource-balancing ;)


so good luck updating your files; kinda eager to see your changes :)
 
About the techtree, yes, but part of a techtree is balancing it (= I perused the buildings branch earlier today... would you believe there's only like one building that requires multiple techs?

works fine now.:)

Just my 2 cents - I know this should be about new techtree and not about resource-balancing ;)


so good luck updating your files; kinda eager to see your changes :)


I know the comment about time. Funny that my girlfriend doesn't seem to think modmodding is an effective use of time :confused:. My goal this week is to get a virtual machine up with the requisite software to continue working on this for the next three, while I'm in Chile and away from civ4, but rest assured that this will progress overall.

Although I have no time for now to indulge in a good game, rest assured that I shall follow this mod's development with an utterly keen eye.

Combined with Xienwolf's ModMod, this should deliver an even more enjoyable FFH
 
Version 0.51 of BasicTree is released. Details in first post.

I tweaked chopping down a tech each level and increased the cost of mining to counterbalance, but it may be too much for a small tech tree. Discussion is welcome.

This was an attempt to alleviate all forest starts, so if there are other ideas I'm open.
 
OF course, the other idea is make mining and crafting both 1st-level techs, AND prereq them to Bronze working, and keep forest chopping at Bronze Working.

It has two possible drawbacks - earlier access to mines (is that really a problem? It's not like a tech boost, and farms are early too) and it may annoy people who want the basic version, but it's makes much more thematic sense to me then moving chopping down.

Any comments? I can't playtest much this week for theme myself.

Version 0.51 of BasicTree is released. Details in first post.

I tweaked chopping down a tech each level and increased the cost of mining to counterbalance, but it may be too much for a small tech tree. Discussion is welcome.

This was an attempt to alleviate all forest starts, so if there are other ideas I'm open.
 
Fixed a file naming issue. 5 people downloaded the mod - I saw no issues with my test but it shouldn't have worked... so if there are issues, grab 0.51 again.

Version 0.51 of BasicTree is released. Details in first post.
 
Anyone have any comments on the change to forest chopping? I'm of a mind to implement the other option (mining as tier 1, keep costs up and forest chopping at bronze working still) in the next release.

The point is to fix all-forest starts without needing to scramble for goodie huts, but keep the theme - aka chopping at bronze working as it makes more sense. So I'm open to comments.
 
Would love to give better info, but I've had 5 different games (with various civs) completely lock up my computer between turn 40 and 120.
 
Would love to give better info, but I've had 5 different games (with various civs) completely lock up my computer between turn 40 and 120.

Really? Hmm. I had time to play clear through to mid-late game no problem before I left.

Are you running vanilla or Fall Further? Are you running .50 or .51? And are you running any other mods?
 
That was all with Fall Further and .51. As well as Broader Alignments modcomp (shouldnt affect it though I think).

I will attempt some games tonight on vanilla FFH2
 
Heres an auotsave before a lockup on turn 70 with fall further with version .51

I get back home from Chile on May 10th, so can try then.
I'll d/l broader alignments tonight (I'll need to anyhow if Vehem is integrating it in his mod) and try to look at it tomorrow. Yay for 70 hours weeks on the road...
 
I looked when I *should* have been going to bed.

Broader alignments adds several lines of XML to each individual technology. Fall further adds a technology. My mod modifies each technology. I incorporated Fall Further's tech into my new tech tree, but I'd guess that the BA entries are missing in whatever you're using. Since BA uses a new DLL, there is no telling what the missing XML could do (if anything.)

I can tell you that BA and BasicTree would make things not work right. My guess is BA and FF aren't currently compatible without a lot of work. Am I correct (looking at Vehem?)

I get back home from Chile on May 10th, so can try then.
I'll d/l broader alignments tonight (I'll need to anyhow if Vehem is integrating it in his mod) and try to look at it tomorrow. Yay for 70 hours weeks on the road...
 
I can tell you that BA and BasicTree would make things not work right. My guess is BA and FF aren't currently compatible without a lot of work. Am I correct (looking at Vehem?)

Wasn't too much work in the end, and it's done now. Winmerge came in very handy. The next major release for Fall Further will include Broader Alignments - the DLL changes overall shouldn't interfere greatly with the tech-tree though. At worst there are a few new tags to add to the TechInfos, which again Winmerge can handle.
 
Wasn't too much work in the end, and it's done now. Winmerge came in very handy. The next major release for Fall Further will include Broader Alignments - the DLL changes overall shouldn't interfere greatly with the tech-tree though. At worst there are a few new tags to add to the TechInfos, which again Winmerge can handle.

Looking forwards to it when I get home. WinMerge is indeed very useful :cool:


While I can't discount that it's BasicTree without my own ability to test, my guess is that the install order of FF, BA, and BasicTree resulted in a DLL from one of the first two mods and a mix of the other files. Still, I'll look into it if I can.

tiberon02, have you tried with FF/BasicTree and no BA (for now?)
 
Looking forwards to it when I get home. WinMerge is indeed very useful :cool:


While I can't discount that it's BasicTree without my own ability to test, my guess is that the install order of FF, BA, and BasicTree resulted in a DLL from one of the first two mods and a mix of the other files. Still, I'll look into it if I can.

tiberon02, have you tried with FF/BasicTree and no BA (for now?)

Aye - if you have installed FF022 with any version of Broader Alignment - one of the DLL's will have overwritten the other. That alone is enough to cause trouble (though FF will *mostly* function without it's DLL I believe, though with a lot of Python exceptions...)
 
So in my (very) limited time lately on the road I've been doing some conceptual work for the expanded edition of the tree - ETree.

It came clear to me while I was looking at the layout that I would need to expand a number of areas - one of my primary considerations is maintaining game balance in the areas of the tree that are distinct, so that having a longer tree in the economic and military sections doesn't unduly strengthen a rush up the priestly branch of the tree.

So I'm chock full of ideas for what to add to the military-economic lines of the tree - and I've got techs, units to map/rustle/etc, and the plans behind them.

But I need to expand the priestly section too, and I have fewer ideas. I have some additional techs, but what I'm looking for are things that could expand the line itself. Units, buildings, wonders, (I'll even hear civics but that's a little big of a change.) Techs too if you have 'em - I want to hear your ideas.

What would you do to expand the religious line?
 
As per the previous post, I'm also expanding the naval area a little bit. This area is currently much more defined in my head, but I have less available unit art (and don't think I'm near as creative at making ships.) Even then, I'm interested in what you would add to the FfH naval system. Or what would you change, in timing and the technology progression?

Modelwise, I'm seeing a need for a War Dromon and War Galley (and I've drafted a Lanun UU idea - the Conquest,) at the least. The idea is to counter encroaching caravels, being more strong militarily but still be restrained to shallow water. The potential for having a 'ship tender' (giant biremes with ship berths) type of units as well has occurred to me, to allow these shore-bound ships the opportunity to be transported across seas, but I think that transports carrying transports could get a little funky.

Anyone else put thoughts into the naval arena? Or have good examples of early ship model animations? I haven't had the chance to scour the unit forums but I know I don't have any in the library I'm currently working with.
 
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