Resource icon

MadDjinns Tech tree (mod) 2.21

Try some of the slower tech mods , or I really like 8 ages of pace , give that a look .
 
To follow up on the ai building units and dead end techs... in another thread it was discovered that if you make archery a prerequisite and not a deadend suddenly the ai will upgrade it's slingers... you may want to consider making all military techs prerequisites to something.

Additionally is any work being done to add more techs or break them up to fill out the tree? It seems silly how quickly you can rush through the eras. I'm constantly finding its possible to get factories before 1 ad.

I'm hoping to collect a little more information from people using the mod before making changes (along with my Russian lp). Next step may be to adjust for units being in paths, though I do like having some dead end techs as some just don't fit well in paths.

I'll be adding a new mod in the future to help adjust the pace of techs and civics, but there is one or two areas that I want to do that don't work for modding (such as individually adjusting eureka values on the fly). I'll probably also add changes to specific eureka triggers.
 
I must say that it was a delight to see upgraded AI units. I played a normal game, didn't go extremely into science or culture (normal sized empire with 7 cities and two strategically placed cities). I was behind in tech a little bit and extremely in culture (I faced culture focused AIs so not a surprised). The AI attacked me with a good force, fully upgraded and all. I won the battles only because I had placed some very strategic cities (I was a little bit surprised by the attacks).

This was my first Civ 6 game that was a challenge for me, regarding battles I mean. That the human player is going to win a civ game is academic (regardless of civ game). But this time I actually had to be tactical in my warfare.

There was some areas that became a little bit of a bottleneck regarding tech selections, but that was probably because I didn't know the tech tree that well. Although do the AI build planes. I have so far not seen any AI plane in the game (I have 100 hours). I haven't been in many endgame wars so perhaps they do have planes, perhaps I was jus unlucky (or lucky).
 
The tech tree does seem to help. I am a pretty meh player and almost lost a city on emporer. Unluckily there seems to be a core issue with the AI just not attacking cities. It could of easily sacrified a few units to capture my city. It is also going for a city state and it seems only one or two units throw the unit wave into mass confusion and unit shuffling. The AI did seem to have more catapults and other more deadly units though.

I think the AI over values saving a unit and immedietely has them run if they get hurt, throwing the attacks into chaos.

The main concern is only people with access to the source code can fix AI individual unit aggression levels :(
 
I post this on your channel:

"Nice mod. Actually I played a game where America made 50 spearman or more and on atomic era and they never bother upgrade it. I use my rocket mobile 1 shot on them... No, it wasn't! It made me feel like I was cheating =/ (sorry for bad english)."
Another thing bugs me is the fact the barbarian horse spawns are insane (at least on immortal). They can easily get my capital if they want on turn 14 with 4 horse around (again, sorry for bad english, still learning =D ).
 
After playing with this Mod for a while know I finally saw Pikemen and Musketmen from the AI.
I will stick with this until Firaxis will decide to patch some stuff.
 
Im having a prob with this mod.
What happens is that many luxery Resources dont show up. Instead all luxery resouces are the same 5-6 for everyone.
I have started several test starts and that seems to be the case. Last one there was only marble, pearls, spice and one other i dont remember.
I dont have any other mod.
I play on huge map if that matters I dunno.
I really would like to play with this mod so if please help if you can.
 
Just wanted to say I've tried this mod (with Littlebob86's Archery tweak), and it makes a HUGE difference. AI armies are looking way, way better. Thanks!
 
Im having a prob with this mod.
What happens is that many luxery Resources dont show up. Instead all luxery resouces are the same 5-6 for everyone.
I have started several test starts and that seems to be the case. Last one there was only marble, pearls, spice and one other i dont remember.
I dont have any other mod.
I play on huge map if that matters I dunno.
I really would like to play with this mod so if please help if you can.

This mod doesn't change anything related to resources.

Have you left your continent? Keeping in mind that means ingame division of land masses. Resource distribution is based around the continents, though some overlaps can occur.
 
Have you guys thought on coordinating on one AI mod instead of the 2-3 right now? For example would combining your tech tree with AI+ actually fix the AI to a playable level?
 
This mod doesn't change anything related to resources.

Have you left your continent? Keeping in mind that means ingame division of land masses. Resource distribution is based around the continents, though some overlaps can occur.

Ah did Another test and yes my bad. Cant Believe that 4 diffrent civ had the same lux resource. But yeah all on the same continent.
Thanks!
 
They made a single change that won't really affect the game very much. I'll have to check and fix the mod on Tuesday if it broke. Reasonably sure I broke the connections properly, so it may be ok.
 
Hi MadDjinn,

I have come across a ctd with this mod and the new civ patch. Here are the logs:

Modding log:

[2150486.149] Status: Applying Component - Mads Tech Tree (madstechtreeComponent)
[2150486.149] Status: Creating database save point.
[2150486.149] Status: UpdateDatabase - Loading madstechtree.xml
[2150486.160] Warning: UpdateDatabase - Error Loading XML.
[2150486.160] Status: Successfully released save point.
[2150486.160] Status: Applied component to game.


Database log:

[2150486.160] [Gameplay] ERROR: UNIQUE constraint failed: TechnologyPrereqs.Technology, TechnologyPrereqs.PrereqTech
[2150486.160] [Gameplay]: While executing - 'UPDATE TechnologyPrereqs SET "PrereqTech" = ? WHERE "Technology" = ?;'
[2150486.160] [Gameplay] ERROR: Database::XMLSerializer (madstechtree.xml): There was an error executing the update statement! See Database.log for details.
[2150486.160] [Gameplay] ERROR: UNIQUE constraint failed: TechnologyPrereqs.Technology, TechnologyPrereqs.PrereqTech
[2150486.160] [Gameplay]: In XMLSerializer while updating table TechnologyPrereqs from file madstechtree.xml.

Playing prior to patch, no problems. Disabling this mod and playing with patch, no problems. I hope this helps you pinpoint the conflict
 
Back
Top Bottom