How do I make unique techologies & port buildings into improvements?

Nodgene1

Chieftain
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Jun 16, 2003
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Northen Ireland, UK
It's that simple. I lumped both togethor to save topics, so here we go.

1: In a mod I am making each civ has a unique tech that grants them a unique unit/building/civic/tile improvement... But I'm unsure how to make a tech unique.

I remember in civ2 this was easily done by putting "no" in the tech prequisites, but is this also true for civ4? If not, then how?

2: For this mod I considered making a "factory" tile improvement, which would be a step-up and civ-unique from a workshop... But in looking at the building and tile improvement files...
Even if we consider the tile improvement has no animations, the format is different in that one has a separate textures file and the other hasn't... Is there any way of easily converting one building into a tile improvement?
 
Nodgene1 said:
Even if we consider the tile improvement has no animations, the format is different in that one has a separate textures file and the other hasn't... Is there any way of easily converting one building into a tile improvement?

:confused:
I don't think it's difficult. You create and xml entry in the improvementinfos.xml and in the artdefimprovements.xml. If you point to right art folder, everything should work.
 
It works a treat! Thanks :) However it was a little more complicated than you suggested.

The following files needed to have improvement elements modified/added;

Civ4ImprovementInfos.xml
Civ4ArtDefines_Improvement.xml
Civ4UnitInfos.xml
Civ4BuildInfos.xml
...
Then there were several more that you could modify to make the new improvement read like it is unique...
Civ4GameTextInfo_Objects.xml, and
Civ4GameTextInfos.xml

But it works :)

Anybody have an ideas on how to make a unique technology?
 
it sounds like you have the improvement question answered, but yes it works, I had an entire map of "malls" the first time I used it until I scaled it back just a titch. it's so funny with your scaling up the workshop (like towns) I just literally had the same thought a couple of days ago as a "keen" way to add some flavor & make getting raided a bigger kick in the teeth...greatmindsthinkalike

you can give each civ it's own tech(s)
make this tech untradeable & unresearchable (-1 in cost) on the tech.xml and that should do it
 
The aim of making more specific tile improvements was so that the entirely tundra terrain of the scenario's map could be specialised in specific economic nieces for each city. To influence things overall more keenly.

That sounds good, but I would very amuch like the unique technologies to be traded. Each civilisation has a unique technology that it can trade later in the game... So although your answer is helpful in one respect, it isn't in the other.

EDIT:

-1 Cost does not work. It simply appears as "1" cost. How do I make a technology non-researchable, without disabling it?
 
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