How to connect techs?

Taa

Warlord
Joined
Jan 1, 2009
Messages
229
Hi guys

In the tech tree many techs just end out in the blue not being a prerequisite for other techs, like Farmer's market, sports and caravans in ancient era.
This make it possible for me as a player to jump quickly to important techs when Ai is researching all kind of things that have no follow up tech.

I have been looking around to find what file to edit for linking the techs without any success. In Civ 4 it was easy, there was a prerequisite tech post under all techs that could easily be changed.

So I wonder what file I need to edit to change prerequisites for a tech, and how I can edit that file?

I appreciate any help.
 
maybe me headline was bad...

but is there no one out there that know where I can edit prerequisites for techs, for normal game also, not only this mod?

Would really appropriate any help :D
 
There are some called deadend technologies. The goal behing them is that you get a advantage in getting it soon, but it will not provide a tech link to another tech.

This is still under progress and i would say that the ability of breaking the techs is high, when you edit the files without knowing what you are doing.
Get Modbuddy up, and it will makes you much easier.

The Prerequested techfiles are found here. CCTP/Technologies/Tech_Prerequest.xml.
Note please do not change the placement orders in the core tech file, this will break many parts of the CCTP mod.
 
Thanks again m8 for your answer :D

There are some called deadend technologies. The goal behing them is that you get a advantage in getting it soon, but it will not provide a tech link to another tech.
aha I see. Since there was so many without a link I guessed it was some idea behind it :cool:
Im just afraid this can be cause unbalance in favor of player, since i can jump to those I want when Ai research "less important" tech.

Also in my recent game Ai is really slow on tech progress. I felt that I get to much ahead in the start so I gave all Ai's 20 tech's by using ingameeditor. But after that I have done more than 40 turns and there is no progress in tech score among those 3 Ai's I know. Is this normal? They seem to either are in a phase using really long time or just have stopped completely, any thoughts?
Im playing on King difficulty with some Ai bonuses on Deity.

This is still under progress and i would say that the ability of breaking the techs is high, when you edit the files without knowing what you are doing.
Get Modbuddy up, and it will makes you much easier.
ok, thanks for the warning. I made some backups just in case :)

The Prerequested techfiles are found here. CCTP/Technologies/Tech_Prerequest.xml.
Note please do not change the placement orders in the core tech file, this will break many parts of the CCTP mod.
ohh....I see, I looked at that file earlier in notepad, that did not not make much sense, but in modbuddy I can read the file :) sry for my noob'nes...:blush:
Acually I think it is best to use notepad++, have same layout as in modbuddy but easier to find multiple entries of same techs.
 
Im just afraid this can be cause unbalance in favor of player, since i can jump to those I want when Ai research "less important" tech.

Also in my recent game Ai is really slow on tech progress. I felt that I get to much ahead in the start so I gave all Ai's 20 tech's by using ingameeditor. But after that I have done more than 40 turns and there is no progress in tech score among those 3 Ai's I know. Is this normal? They seem to either are in a phase using really long time or just have stopped completely, any thoughts?
Im playing on King difficulty with some Ai bonuses on Deity.

My last test game was positiv (with reverse engeneering), i met all civs and all are developing well.
In fact the build the pontoon brige and gave me one og my best fight games.
Was Diety with the current changes that will released the next days.
it depends on how much i will code:D

But back to my test game.
The most important thing is that i managed to play nearly 1100 rounds on marathon. This gaves me a deep look insight the problems and what is going wrong.
Lots of changes already done, iam programming the whole day:D
 
Thats great to hear, I really love this mod, content + content + content :D

So I guess its not this mod that cause Ai's to stop/slow down on tech progress. Im using CCTP with 10-12 other smaller mods so I guess I just have to keep on testing...
 
Thats great to hear, I really love this mod, content + content + content :D

So I guess its not this mod that cause Ai's to stop/slow down on tech progress. Im using CCTP with 10-12 other smaller mods so I guess I just have to keep on testing...

The Ai was all the time more bad then good in playing this game.
The problem is when you mod the game, to tell the AI how to do it best.
 
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