Limiting Tech advances in BTS RTW -FOUND A FIX

The_Colonel

Chieftain
Joined
Jul 14, 2008
Messages
22
Location
Corona, CA., USA
My Original Post:

I love RTW for BTS (3.17). I play Dales Combat Mod (1.7). I'm always irritated when I reach the modern tanks advance in the tech tree and I can no longer build Panzer IV's and Tiger tanks. I'm usually way ahead of the other civ's in tech or at least just slightly behind at Monarch difficulty. I was wondering if the Modern tech can be stopped for all of the civilizations? Frigates and Modern tanks don't really fit in the WWII scenario anyway. I really like the historical units especially when they match up on the battlefield.

Can the Tech tree be limited to a certain pre-specified point?

In the game you have to have a tech in progress. You can't leave it deselected.

Thanks for any help.



SOLUTION
I solved this issue by making Modern Tanks so universally time consuming to research that they are effectively out of the game.

Here's how I did it: MAKE SURE YOU MAKE A COPY OF THIS FILE FIRST
I changed the Techinfos.xml file (in the BTS RTW mod path). I increased the "icost" by 3,000% effectively making it so lengthy to research as to make it impossible to complete during the course of a normal game. This changes the global research cost in production (hammers) to all players.

Don't try to do this in the Techinfos.xml file in the DalesCombatMod path. DCM uses the RTW library of tech research. There is no reference for Modern Tanks or Tech Type 48 (which is the same as Modern Tanks in RTW) in the Techinfos.xml file in the DCM path.

"icost" is the default research cost, before modifiers like difficulty level are applied.

The original "icost" value was 14000. Any RTW mod game, saved or new, like DCM 3.19, will immediately reflect the change.

For example, I loaded my on going RTW/DCM game that had reached April 1930 and the new cost for the research was reflected in the research tree for modern tanks even though I had already researched it. I loaded older games previous to my country having modern tanks and the turns to reach it had increased accordingly. I started a new game and saw the new cost reflected there too.


Code:
<TechInfo>
			<Type>TECH_WW2_TECH48</Type>
			<Description>TXT_KEY_TECH_WW2_TECH48</Description>
			<Civilopedia>TXT_KEY_TECH_WW2_TECHNOLOGY_PEDIA</Civilopedia>
			<Help/>
			<Strategy>TXT_KEY_TECH_WW2_TECH48_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<iAIWeight>0</iAIWeight>
			<iAITradeModifier>0</iAITradeModifier>
			[COLOR="Red"]<iCost>420000</iCost>[/COLOR]
			<iAdvancedStartCost>6</iAdvancedStartCost>

For reference on the Techinfos.xml file Tags go to

http://modiki.civfanatics.com/index...._XML_Reference

And look for:
Assets\XML\Technologies

Click on "Techinfos"

I'm not a modder and if it weren't for the help I got from KiwiTT out of New Zealand on several RTW problems I wouldn't have had a clue about how to change XML code and improve my RTW DCM Mod according to my preferences.

If I can figure something like this out then anybody can. Don't be intimidated -change RTW game play according to your liking.

Help out my friend KiwiTT's new RTW mini mod project by giving him feed back


_____________________
"The Weak Shall Perish"
 
Thanks for your support.

Tech Development is one of the hardest to solve. I have hit it with 2 prongs. Extremely high development cost and higher techs costing lots more to build. e.g. a Nuclear Weapon could take 2-3 years with one city to build, and I have also limited the number of nuclea weapons each nation can have at the same time. i.e. 1 or 2.
 
For the original RtW mod, what would be the edit to an Asset file(s) that would basically double the research costs for all techs? I am looking for an easy way to not being able to research all of the techs within two years starting in 1939.
 
I am playing Germany (probably the highest tech developer in my mod of RtW) and it is 1942 and there are still many techs to develop. e.g it is taking me and my allies 22 turns just to develop Jet Aircraft.

How I did it ?

1) Made all techs exponential in costs
2) Added 500% of the cost of techs when developing allies
3) made numerous tweaks to scientific outputs of specialists, buildings, civics and even the handicap file.
 
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