Ideas - Possible?

Depx

Chieftain
Joined
Dec 27, 2005
Messages
29
Ive been working on a mod that adds more late game units, but of course most of them are just different kinds of the same thing, tanks, jets, etc. I was wondering if it would be possible to add a technology that only one civ could get, like a wonder wonder. Once the tech is researched noone else could get that one. Of course these techs would be dead end techs so you wouldnt lose anything behind them. Then also make them tradable so you can share them with allies if you want. An example would be MIGs, they would be a tech, and only one civ would get that tech unless they share it, then they are the only ones that can make the MIG type planes. If that cant be done my only way around it would be to make like a MIG Factory and make it a world wonder, but then they could only be built in one city.

The next crazy idea would go with the one above if its possible. That is to give spies an ability to steal those kinds of techs (with high cost and low probability). And/or the ability to take those kind of techs if you destroy a civ with one of those techs.

And one other question, can you make units require more than one building to build them?
 
No replies yet, but second idea that I think I may go with.

Instead of a tech, go with a world wonder. The wonder would allow you to build a "worker" that can build the factory for you in a city, like a great persons building. The "worker" would be be civ/team/world limit of 1, so there can only be one running around at anytime. And the factory would be civ/team/world limit of 3. This would allow you to share the "worker" over to someone else, and if you only built 2 factories they can build the last one. This also allows you to be able to capture the worker and build one for yourself also.

So far just in the jet area I have come up with these "wonders"

Mikoyan (MIG)
Lockheed
Panavia - Supermarine (combo of 2)
Sukhoi
North American Aviation
Luftwaffe (combo of 3)
 
Depx said:
And one other question, can you make units require more than one building to build them?
Not in vanilla civ but I am about to release a mod comp that will allow you to do such a thing.
 
If you still like the idea of a tech that only one player can research, I'm sure you could work out something in Python/SDK that would grant a certain technology with the building of a wonder. The tech would still be tradeable, but if you make it very valuable it would decrease the chances of the AI trading it away...
 
Here's an idea...

Make the wonder come first, which will allow the discovery of a Tech that will allow you to build the units.

Example:

You discover the Tech that allows you to build the World Wonder, The Mikoyan-Gurevich Group. Once built, this wonder will automatically give you a Tech, called MiG Fighters.

It's the MiG Fighters tech that allows you to build MiG jets, not the wonder. The wonder just awards you the tech.

You would be the only one able to have the MiG Fighters tech, since you can only get it by building the Mikoyan-Gurevich Group wonder, which is a one-off wonder.

The good thing about this approach is that you can build the MiGs in *any* city you want, without the need of a special worker unit building a factory for you, "Great Person style". No other civ can build the MiG's, unless you trade them the Tech, or they steal it from you.


What do you think?

** EDIT **

Damn, Che Guava beat me to it! You must of replied while i was composing this post! :)
 
This would require python/sdk for sure eh? Im looking through the xml and all you can give is a free tech, not a certain one. I probably cant do the python/sdk stuff unless I put way too much time in to it heh.
 
I believe it could maybe be done with just python, although I could be wrong. It could be scripted when the wonder is built.

Maybe one of the pro modders could answer this.
 
In the CivilizationInfo.xml file there is a <DisableTechs> tag right after the freetechs tag. You could disable the unique techs for all civs but the one that can get it. This is how some mods have limited what civs can get which religions. But the wonder/tech idea is good to. :)
 
Jeckel said:
In the CivilizationInfo.xml file there is a <DisableTechs> tag right after the freetechs tag. You could disable the unique techs for all civs but the one that can get it. This is how some mods have limited what civs can get which religions. But the wonder/tech idea is good to. :)

I don't believe you can specify which leader/nation has it disabled. That tag I believe is to disable the tech to everyone.
 
Why would a tag in each of the civ infos disable the techs for all the civs?

To quote Civ4Wiki..
DisableTechs = Technologies the civilization can never have.
 
I suppose it's a simple way to make an "Era specific" mod type thing. But if you can make it so that it only disables that tech for a certain civilization then i'll stand corrected. Like I said in my last post: "I don't believe you can specify which leader/nation has it disabled. That tag I believe is to disable the tech to everyone." I never stated it was the 100% truth.

It would be great if you could specify, I just don't believe you can with that tag. If you want to prove me otherwise, then be my guest.
 
Splinter13 said:
I suppose it's a simple way to make an "Era specific" mod type thing. But if you can make it so that it only disables that tech for a certain civilization then i'll stand corrected. Like I said in my last post: "I don't believe you can specify which leader/nation has it disabled. That tag I believe is to disable the tech to everyone." I never stated it was the 100% truth.

It would be great if you could specify, I just don't believe you can with that tag. If you want to prove me otherwise, then be my guest.

Sorry if this is a little blunt, but you are wrong. I didn't specificly state it, but it was implyed that what I said was the 100% truth. You don't want to take my word that somthing works, fine. You don't believe when I stated that mods had already done it, fine. But when I posted what www.civ4wiki.com says the tag does.. well, how much more proof do you need..

But since it seems you still want more, here ya go.
First, here is the link to www.civ4wiki: http://civ4wiki.com/wiki/index.php/Main_Page
And here is a link to the CIV4CivilizationInfos.xml page: http://www.civ4wiki.com/wiki/index.php/CIV4CivilizationInfos

Now if you need further proof to put your mind at ease, try this.

1) Copy the file Assets/XML/CIV4CivilizationInfos.xml and put it in a mod folder

2) Find the first CivilizationInfo, looks like
Code:
<CivilizationInfo>
			<Type>CIVILIZATION_AMERICA</Type>
			<Description>TXT_KEY_CIV_AMERICA_DESC</Description>
			<ShortDescription>TXT_KEY_CIV_AMERICA_SHORT_DESC</ShortDescription>
			<Adjective>TXT_KEY_CIV_AMERICA_ADJECTIVE</Adjective>
			<Civilopedia>TXT_KEY_CIV_AMERICA_PEDIA</Civilopedia>
			<DefaultPlayerColor>PLAYERCOLOR_BLUE</DefaultPlayerColor>
			<ArtDefineTag>ART_DEF_CIVILIZATION_AMERICA</ArtDefineTag>
			<ArtStyleType>ARTSTYLE_EUROPEAN</ArtStyleType>
			<bPlayable>0</bPlayable>
			<bAIPlayable>0</bAIPlayable>
			<Cities>
				<City>TXT_KEY_CITY_NAME_WASHINGTON</City>
				<City>TXT_KEY_CITY_NAME_NEW_YORK</City>
				<City>TXT_KEY_CITY_NAME_BOSTON</City>
				<City>TXT_KEY_CITY_NAME_PHILADELPHIA</City>
				<City>TXT_KEY_CITY_NAME_ATLANTA</City>
				<City>TXT_KEY_CITY_NAME_CHICAGO</City>
				....

3) Scroll down to you find this part
Code:
			<FreeTechs/>
			[B]<DisableTechs/>[/B]
			<InitialCivics>
				<CivicType>CIVIC_DESPOTISM</CivicType>
				<CivicType>CIVIC_BARBARISM</CivicType>
				<CivicType>CIVIC_TRIBALISM</CivicType>
				<CivicType>CIVIC_DECENTRALIZATION</CivicType>
				<CivicType>CIVIC_PAGANISM</CivicType>
			</InitialCivics>

4) Go to the bolded part that looks like this
Code:
[B]<DisableTechs/>[/B]

5) Replace <DisableTechs/> with this
Code:
			<DisableTechs>
				<DisableTech>
					<TechType>TECH_MATHEMATICS</TechType>
					<bDisableTech>1</bDisableTech>
				</DisableTech>
			</DisableTechs>

6) Start Civ4 and load your mod.

7) Start a game as Washington or Roosevelt and bring up the Tech Tree Screen.

8) Scroll over to the Mathematics tech and you will see it is redded out and can't be researched.

9) Leave the game and return to the main menu. Start a new game as any leader execpt Washington or Roosevelt.

10) Go to the Tech Tree Screen and, again, scroll over to the Mathematics tech and you will see that the tech is not redded out and can be research.

I hope this clears up the issue.
 
Splinter13 said:
I suppose it's a simple way to make an "Era specific" mod type thing. But if you can make it so that it only disables that tech for a certain civilization then i'll stand corrected. Like I said in my last post: "I don't believe you can specify which leader/nation has it disabled. That tag I believe is to disable the tech to everyone." I never stated it was the 100% truth.

It would be great if you could specify, I just don't believe you can with that tag. If you want to prove me otherwise, then be my guest.

Splinter13, first, why should Jeckel prove anything to you?!?! Shouldn't you get off your butt and try something out instead of having him prove it to you?

I don't mean to sound rude... actually I do, you didn't just insult one of my friends here by basically calling him a liar, but you have insulted me as well.
 
I decided to go with my second idea of wonder - worker - factory, but the AI wouldnt build the worker no matter what, and if I gave them the worker they didnt do anything with it soooo I went with what Stonehenge does. You build the Mikoyan wonder and you recieve a Mikoyan Factory in every city, allowing you to build the various MIGs I have in the game, if of course you have the techs/resources for each one. Now I just have to add the rest of the units and wonders, etc, etc. So far I have come up with... (and Ill take suggestions)

Tech Schools
Jets Mikoyan MIG-3 MIG-29 MIG-21 Utopia
Lockheed-Bell F-35 F-15 AH-1 Radio
Panavia - Supermarine Spitfire Tornado Gr4 Tornado Gr1 Democracy
Sukhoi SU-47 Zero SU-33 Physics
NAA-Consolidated-Fairchild P-51 Mustang B-17 A-10 Flight
Luftwaffe FW-190 HE-111 BF-109 Facism

Tanks GDC - M Series M1A1 M-26 Combustion
Morozov T-80 T-34 Utopia
Krauss - Maffei - Kamov Leopard 2 KA-50 Industrialism
Renault Char B1 R-35 Democracy

National Transport Heli SSN Sub AEGIS Cruiser Churchill Mobile SAM Radio

The last one is a national wonder everyone can get, not sure if Ill keep it now since the worker idea doesnt work, but eh. This mod will be for playing at industrial era start, and Ill be moving democracy in to that era. Had to do some combos as you can tell, and Ill probably end up changing stuff as I go. Oh and I plan on moving Flight back a bit, dropping a requirement or so, and adding Advanced Flight a bit farther in to split up the planes a bit more. Balance on all this will be the hard part

Thanks for the input, I wanted this mod to give you choices of what special units you get instead of germans getting panzers and the like.
 
@TheLopez
Thanks man, I wasn't sure if I should be insulted or not, but the bolded and underlined 'believe' got to me and the ingoring of Civ4Wiki was just to much. Maybe he was having a bad day, but either way it was to much.
It means alot that you got my back like that and I'm glad to be one of your friends.
:band: :cool: :king: :) :jesus: :cool: :band:

@strategyonly
Np, I like to help.

@Depx
Sounds like a decent and effencient solution. I look forward to seeing your mod. :)
 
What would it take to get python to give you a specific Tech when you build a wonder? Sort of like the way you get a religion from being the first to discover a certain Tech (that's how it's done in Vanilla Civ & Warlords, right?)?

I haven't downloaded it yet (probably will tonight and check it out), but in Eusebius's World Religion mod, building a wonder can grant you a religion, what all would be involved in doing the same thing... but granting you a tech instead?

The possibilities would be endless... you would, as a result have a "secret" tech tree if you so wanted, using this approach. Of course the techs could be traded to, or stolen by, other Civs, so it wouldn't unbalance the game.

Example: You build the Lockheed wonder. When the wonder is built, it gives you the Tech, "Stealth Technology" which would allow you to build... say, the B-2 Stealth Bomber. Several turns go by, and you discover another tech or two, one of them being "Superconductor" as an example. Suddenly another "secret" Tech shows in the selection menu, because the PreReqTech is "Stealth Technology" and "Superconductor", which you just discovered.

This would be such an awesome idea if it could be implemented!

Opinions?
 
Someone said recently IIRC that disabling a tech would still make techs opened up by the disabled tech researchable even if the prerequisite tech were disabled... as though you would just bypass the disabled one... is that true?

I would imagine that would certainly be the case if there is an OR prerequisite for the following tech... so obviously, you would want to make it that any subsequent technology would absolutely have to have the disabled tech as a prerequisite...
 
Jeckel said:
Maybe he was having a bad day

It is true. I was having a bad day. I was in a bad mood and shouldn't have taken it out on either of you. I just learned that my friend got in an accident and wasn't too pleased about that. I'm sorry again if I pissed you guys off though.
 
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