Mod-Q: How to make "Trait-specific building"??

Well that's interesting... on a lark I decided to go and try to disable on a per-civilization level. I even went to so far as to also make it no-trade and no-goody hut and bDisabled... True I can't click on it, but if I click on something that requires it, I start researching it...

Methinks we may have found a bug here...

And yeah that wouldn't affect what we want to do here with this mod idea but it would really put a big hole into some of the really neat mod ideas like mimicing the SciFi game from Test of Time... although perhaps this could be fixed by an especially ambituous modder once the SDK comes out if Firaxis neglects to do so...

RH
 
Well after just getting back from out-of-town for Thanksgiving I'm downloading the patch now... wondering if anybody knows if the issue we identified here was already addressed... and if not, does anybody know if Firaxis is even aware of the issue?

RH
 
RobHunt said:
Well that's interesting... on a lark I decided to go and try to disable on a per-civilization level. I even went to so far as to also make it no-trade and no-goody hut and bDisabled... True I can't click on it, but if I click on something that requires it, I start researching it...

Methinks we may have found a bug here...

And yeah that wouldn't affect what we want to do here with this mod idea but it would really put a big hole into some of the really neat mod ideas like mimicing the SciFi game from Test of Time... although perhaps this could be fixed by an especially ambituous modder once the SDK comes out if Firaxis neglects to do so...

RH

You don't think this is a fail-safe against accidentally disabling a needed tech? I assume the solution is to make sure it isn't needed by any other (non-disabled) tech. This seems to work fine for me at least.
 
Mumin said:
You don't think this is a fail-safe against accidentally disabling a needed tech? I assume the solution is to make sure it isn't needed by any other (non-disabled) tech. This seems to work fine for me at least.

Not at all. Yeah your workaround would work, but that's not the point. The point is that if you want to disable the tech you can't.

Even if this was a deliberate fail-safe, which I highly doubt, it's still a bad idea. Because the point is that there are lots and LOTS of reasons to have techs that can only be researched by certain races or civilizations or groups. Think of "racial weapons" in a star trek or star wars mod. For that matter, think of any kind of sci-fi mod that involves alien civilizations. Each group will have techs they need to be able to research but others cannot.

The easiest way to do that is to have a parent tech that they get for free and nobody else can research. But they need to be able to click on those techs that follow, yet the others should not be able to do so because a parent they don't possess is disabled.

RH
 
Ah, didn't think of that. No problem for things like buildings and units since they can require both the civilization-specifc tech and some unrelated tech further down the line but things like civ-specific tech-related bonuses may not be implemented.
 
RobHunt said:
The point is that if you want to disable the tech you can't.

I don't like not being able to do things so I'm working on a way to do this. Unfortunently I found a new way to be able to research a tech you're not supposed to after having fixed the current problem :cry:
We'll see if I can solve the new problem. I could do it now but I don't want to involve CvEventManager if I can avoid it. I'd rather have it all in one file and only one variable that needs changing.
 
Interesting thread. I'm still trying to figure out the possibilites of making certain technologies cheaper based on leader traits. It all sounds so easy in theory... ;)
 
If you get a chance, perhaps could you describe what you've fixed so far and the new problem, Snarko? I'm becoming more interested in seeing this worked out... both for completing a current work-in-progress mod and for ideas for a future one...

RH
 
I've fixed the problem I was having and improved it :) (sleep is good!)

I made a thread about it in bug reports.
 
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