[MODCOMP]Localized Starting Techs Mod

bisonbison said:
If you regenerate a map at the start, do your techs re-select?

Techs are assigned when the game starts. But you bring up a good point, starting techs should be reassigned if the map is regenerated. I'll try to find the code that does that and trigger the starting tech assignment there as well.
 
At the moment, if I'm right, it checks just the 9 squares within 1 distance of the settler.

What would be the effect if it looked at all visible squares (maybe not counting ocean)? Or just visible squares that are within the final city working area?
 
bisonbison said:
At the moment, if I'm right, it checks just the 9 squares within 1 distance of the settler.

What would be the effect if it looked at all visible squares (maybe not counting ocean)? Or just visible squares that are within the final city working area?

You can control the distance that the mod considers for the starting technologies through the "Localized Starting Techs Mod Config.ini" file. The name of the option is "Plot Influence Range" right now the default value is 2. So the mod checks 25 plots, not 9.

bisonbison said:
And is there a way to ensure that civs that get hunting also get a scout?
Sure, I could add an option to do this.
 
TheLopez said:
the ability to have leader traits also influence the starting technologies?

Of course I realize it is not practical (at least not in such a simple manner), but it would be far better if this was the other way round and the leader traits were influenced by the starting techs and the surrounding area (and a bit of randomness as well). But I guess that is going too far, because then one would be tempted to want UUs allocated under the influence of traits, environment, techs and early game behaviour and circumstances.

Sorry. Just dreaming.
 
This is a damn cool idea. I'd like to see it attempted for other aspects of the game too -- like UUs.

But why not add an element of choice to that? Doing certain things (first to a tech, first to build X number of a building, first to tap a certain resource) allows you to *unlock* a UU. With it unlocked, you can either grab it, or hold out for something better. And there would be a limit -- one UU per game. Or maybe two or three, if it was still balanced.
 
dh_epic said:
This is a damn cool idea. I'd like to see it attempted for other aspects of the game too -- like UUs.

But why not add an element of choice to that? Doing certain things (first to a tech, first to build X number of a building, first to tap a certain resource) allows you to *unlock* a UU. With it unlocked, you can either grab it, or hold out for something better. And there would be a limit -- one UU per game. Or maybe two or three, if it was still balanced.

dh_epic, you're on a rampage on my mod comp threads today :D. Thanks for the compliment. I have thought about doing it for other aspects of the game. like leader traits, UUs, etc. but I want to finish up my Dynasty Mod and Great Options Mod, Gold Edition first.
 
Thanks. It's hard to stay away. I remember when things were slow at work for almost a full year, and I would spend a couple of hours a day on the Civ 4 Ideas and Suggestions forum. Of course, that fell off as Civ 4 was released... but talking about mods is very interesting for me.

Good luck with your work. You're quite the innovator around these parts. A lot of free time on your hands? :D
 
dh_epic said:
Good luck with your work. You're quite the innovator around these parts.
Thanks, I guess no one has discovered that I'm only pretending to be a good modder and really don't know what I'm doing :D.

dh_epic said:
A lot of free time on your hands? :D
Yes, I do, when you consider that I only sleep for maybe 3-4 hours a night.
 
Thanks, I guess no one has discovered that I'm only pretending to be a good modder and really don't know what I'm doing . :D


I don't think even The Pretender could fake that well. :p
 
The Screens/CvTechChooser.py from your warlords version was merged with the non-warlords version.
I've attached my merged version.

Thank you for this great mod.
 

Attachments

There is a problem tho, maybe i didnt merge correctly. For some reason the tech tree isnt updated when u discover a new technology. It's just a visual problem tho.
 
hmm apart of the tech screen's failure to update and my lack of the original starting techs there's nothing changing - oh yes, one thing changes: I DO NOT START WITH TECHS

i followed the install instructions (which i was capable of with other mods too)

one thing i realized when reviewing the code/ini: even if compatible with warlords, the new traits did not get implemented (but i was not a leader with new traits in my testrun)

sad, i was eager to play this mod
 
First of all, which version are you trying? I am assuming that you are trying the warlords version, correct? Or did you download the regular version and try to use it in warlords?

Hmmm.... I though I released a new warlords version with the new traits. I'll upload a new version that includes those in a while.

EDIT: Ok, I remember now, I didn't release a version with the new traits, I was mistaking it with the GP Trickle mod. Anyways, a new version will be posted soon...
 
Ok, the new version is posted.
 
Updated Warlords version to be compatible with the v2.0.8.0 patch.
 
Hmm, I tried this. the warlords version (04), but nothing changed at all. Everyone started with their starting techs. I was trying to add it to a mod, but when that didn't work I figured I would try to start with nothing but this mod and nothing changes still, please help.
 
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