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Modding Q&A

require all Industrial techs to have a precursor that none of the playable factions have . ı play LotM a lot and all civs start with 4 tech , two of them from "era 0" . No human civ can then research an exclusively Dwarven tech .
Technically, you do go into the Industrial and then Modern Age, just that you don't get the option to research the techs for it. The graphics will update correspondingly to that age, so depending on what you are looking for, that may not be an option.

In this case, it may be better to utilize flavors that the base game uses in Age of Discovery/Fall of Rome to make techs take more time to research than the maximum setting, and chain a few of them together. It's been a while, and IMO it was a clunky system, so I didn't look too deep into it.
 
How do I make it impossible to advance in era's? I am playing a Fantasy mod I am working on, and I don't want any civilizations going Industrial.
Is that aside from a specified human player who can advance through all four ages, or you only want to have a total of 2 ages for everyone?

a) If it’s 2 ages for everyone, you could move all of your tech up to the last 2 ages leaving to first two blank.

b) If the human player needs access to all 4 eras, make an era None tech that’s free for all restricted players. Make an additional 2nd age tech at the end of the era (last tech) costing 1000 points and make it require that era None tech.

It wouldn’t appear on the human’s list and the AI wouldn’t be able to complete the tech. It wouldn’t cause any additional costs for the AI anyway because they’d still pay research costs for future techs if everything was complete.

I don’t have much experience with flavors but Bluemofia has been here for a decade and a half and he may have better understood the question.
 
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It really depends on what @Elite wants, as there's several ways to do it, each utilizing a different mechanic to prevent access to the Modern Era. There's also nothing stopping Elite from using multiple methods, but without a more detailed idea, we can only give suggestions based on how we interpret the question.
 
I played in my mod on Monarch, and conquered my continent. After researching Navigation I set sail in search for the New World.
This was in about 450AD.
The AI on that continent was still stuck in the ancient age or early middle ages.
It could be that they are on a continent with a lot of mountains and jungle... or could it be somethug else that is holding them back? Is the ai bad at coping with maintenance/unit support?
 
The AI is bad at everything.
It doesn’t account for any of its finances and produces units and constructs buildings with little or no understanding of what they're for.
It tends to build the strongest units available specific to that city as long as they’re below a certain number of turns (20 IIRC). I think it tries to have a certain proportion of units with the different AI strategies. The proportions seem to vary depending on the settings for each civ.
The AI also doesn’t recognise when a unit does or doesn’t require maintenance.

The Build Often/Never settings for the civilisation will help slightly.
Flavors, aggression levels and the civ traits also play a factor in what they build and how their money is spent.
Removing AI strategies from units that the AI uses badly will prevent them from using them. This would limit the AI’s access to those units without preventing the human player from choosing that civ and using those units effectively.
It could be that they are on a continent with a lot of mountains and jungle
A lack of communication between civilisations will slow their development.
 
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The AI will sometimes run injured units into a city for repair if the City has a Barracks. However, the AI does not tend to handle unit repairs as a Human Player. Usually, the AI will keep fighting with injured units and get the units killed.

Theov... Yes, the AI on the New World Continent probably did not meet enough other Civs to gain more techs.
 
The AI will sometimes run injured units into a city for repair if the City has a Barracks. However, the AI does not tend to handle unit repairs as a Human Player. Usually, the AI will keep fighting with injured units and get the units killed.

Theov... Yes, the AI on the New World Continent probably did not meet enough other Civs to gain more techs.
True. The continents didnt make contact until i crossed the ocean (mod is designed like that a bit. Only post navigation/magnetism ships can travel ocean squares.
There are 6 civs on the continent. Germany, China, Mongolia, England, Spain and the Byzantines. Shoukdnt that be enough?
Is ∼500ad late for them to just enter the middle ages?
The Mongols can build Hidden Nationality units, maybe they messed up the ai workers...
 
The 6 Civs on the continent were still isolated from meeting others so the best they could have would be only from each other there.

500 AD is not too late for the middle ages... it is simply the way the game worked for that particular game. Many different things can happen in a game with the built in random factors.

The Mongols could have possibly caused a set back in development if they affected the workers with their Hidden Nationality Units. Still, I believe the main lack of techs was caused from not being able to meet others to gain more techs.

Not sure what level you are playing but the AI has different levels of Trade between them... Monarch AI Trade Rate is 140 up to 200 at Sid Level. That said, the AI must meet other CIVs to trade with them at what ever Trade Rate they have.
 
The 6 Civs on the continent were still isolated from meeting others so the best they could have would be only from each other there.

500 AD is not too late for the middle ages... it is simply the way the game worked for that particular game. Many different things can happen in a game with the built in random factors.

The Mongols could have possibly caused a set back in development if they affected the workers with their Hidden Nationality Units. Still, I believe the main lack of techs was caused from not being able to meet others to gain more techs.

Not sure what level you are playing but the AI has different levels of Trade between them... Monarch AI Trade Rate is 140 up to 200 at Sid Level. That said, the AI must meet other CIVs to trade with them at what ever Trade Rate they have.
Monarch level. I haven't changed the difficulties in the game and left the most important rules intact.
It's ok then... I guess I have been developing quicker then.
Time to move up the difficulty ladder ;)
 
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If I remember well, it uses the desert’s graphics as base terrain. If you create a new map and set floodplains as the base terrain (instead of ocean), you receive a map completley filled with desert. I found this when experimenting for a space scenario, that only has land terrain.
 
I was hoping that they could look different without adding rivers.

Floodplains do look different than Desert because the floodplains.pcx is added as an overlay. The deltaRiver.pcs is used when you add a River :)
Also, you can change the images on the floodplains.pcx to something else if desired.
 
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