My take on stuff

I haven't had my coffee yet, and it was a late night last night but I don;t see Canine Domestication on that tree.

Why are they green, rather than the dark red previously used for the Ancient Era?

Because we changed the code to Platyping's tech tree rather than the BUG one.
 
I haven't had my coffee yet, and it was a late night last night but I don;t see Canine Domestication on that tree.
It is unavailable until you get the dog resource, either trough hunting or trade. If I like how it works I will do the same for other domestication techs.
Cooking, Heat Treatment, Earthenware & Slash and burn is hidden until you either build Captured Fire or invent Fire Making.
Cave Dwelling is hidden until you found a city that has caves in its vicinity.
 
It is unavailable until you get the dog resource, either trough hunting or trade. If I like how it works I will do the same for other domestication techs.
Cooking, Heat Treatment, Earthenware & Slash and burn is hidden until you either build Captured Fire or invent Fire Making.
Cave Dwelling is hidden until you found a city that has caves in its vicinity.

You didn't say that you had the "hide can't research" turned on ;).

Unless you have changed it the only way to get the dog resource was with a building that became available with Canine Domestication.

Currently there is nothing on the tech tree screen that indicates a building is required for a tech. I think we need to fix that somehow. The icon of the building in the top part of the box is essential but is probably not enough.


I didn't know we could add a terrain feature to the requirements for a tech.
 
You didn't say that you had the "hide can't research" turned on ;).
Is that a BUG option?
Unless you have changed it the only way to get the dog resource was with a building that became available with Canine Domestication.
it can be gained from subdued canines in my modmod.
Currently there is nothing on the tech tree screen that indicates a building is required for a tech. I think we need to fix that somehow. The icon of the building in the top part of the box is essential but is probably not enough.
I agree, there is also a bug that makes such techs invisible except for their name even when it's requirements are fulfilled. It can still be chosen as the next research, it is only visually a bug. by invisible I mean that the frame, button and the stuff it unlocks is hidden, the tech name is visible though.
I didn't know we could add a terrain feature to the requirements for a tech.
We can't, I did it with an autobuild that requires caves in city visinity only.
 
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Is that a BUG option?

No it is one of the buttons at the top of the Tech Screen. See pic 1 is hid/show researched tech, 2 is hide/show techs you can't research.


it can be gained from subdued canines in my modmod.

OK

I agree, there is also a bug that makes such techs invisible except for their name even when it's requirements are fulfilled. It can still be chosen as the next research, it is only visually a bug. by invisible I mean that the frame, button and the stuff it unlocks is hidden, the tech name is visible though.

An image would help here. It may be that the code does not work with building requirements well.


We can't, I did it with an autobuild that requires caves in city visinity only.

I have tried and tried to get such an auto build to work but couldn't and gave up. I wanted it for the burial traditions.
 

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I have tried and tried to get such an auto build to work but couldn't and gave up. I wanted it for the burial traditions.
Code:
	<BuildingInfo>
		<!-- Caves -->
		<BuildingClass>BUILDINGCLASS_CAVE</BuildingClass>
		<Type>BUILDING_CAVE</Type>
		<Description>TXT_KEY_FEATURE_CAVE</Description>
		<Civilopedia>TXT_KEY_FEATURE_CAVE_PEDIA</Civilopedia>
		<!-- Graphical and interface -->
		<ArtDefineTag>ART_DEF_BUILDING_CAVE_DWELLING</ArtDefineTag>
		<iMinAreaSize>-1</iMinAreaSize>
		<!-- Prerequisites -->
		<PrereqOrFeature>
			<PrereqFeature>
				<FeatureType>FEATURE_CAVE</FeatureType>
				<bPrereqFeature>1</bPrereqFeature>
			</PrereqFeature>
		</PrereqOrFeature>
		<TechCommerceChanges>
			<TechCommerceChange>
				<PrereqTech>TECH_TOURISM</PrereqTech>
				<TechCommerce>
					<iCommerce>1</iCommerce>
				</TechCommerce>
			</TechCommerceChange>
		</TechCommerceChanges>
		<!-- Construction cost -->
		<iCost>-1</iCost>
		<bAutoBuild>1</bAutoBuild>
	</BuildingInfo>
 
Thanks. I put a picture and extra stuff in my last post so please have a look just in case I have added something useful. We were posting at the same time
 
Why are they green, rather than the dark red previously used for the Ancient Era?

Mine have been "Green" for sometime. I think it has to do with one of the Era related BUG settings.

JosEPh
 
Ah well. Something else for me to find out the next time I decide to play Caveman to Castle.
 
v0.1.6.1
Animal resources now move around on the map (occasionally) until the proper improvement is built on them.

lol... interesting! How did you accomplish this? With python?
 
Cool idea :goodjob:

Maybe what you need is a folder like DH has: My Mods loaded and unloaded.

And then instead of one modmod have one file for each (like moving animals, my civics etc) and players can activate and deactivate by moving them in the folders.
 
Cool idea :goodjob:

Maybe what you need is a folder like DH has: My Mods loaded and unloaded.

And then instead of one modmod have one file for each (like moving animals, my civics etc) and players can activate and deactivate by moving them in the folders.

My_Mods is not mine it is supposed to be the players allowing them to move in and out optional stuff easily. I just use it for new stuff like Brackenspore's stuff.:D
 
lol... interesting! How did you accomplish this? With python?
Nah, just made two events per animals, one that removes and one that adds. the remover is non recurring but is reset by the placer and then allowed to happen again. Mammoth resource is special in that I obsolete only the placer at sedentary lifestyle and the remover is recurring, all the others have equal iWeight for the two while mammoth have a bigger chance of placement than removal. The mammoth will go extinct unless anyone place a nomadic herd or pasture, etc on one.
 
Cool idea :goodjob:

Maybe what you need is a folder like DH has: My Mods loaded and unloaded.

And then instead of one modmod have one file for each (like moving animals, my civics etc) and players can activate and deactivate by moving them in the folders.

When I feel certain it is working elegantly I will probably add those events to the core SVN.
 
Toffer's C2C modmod v0.1.6.2, for Rev.9120
  • Fixed some minor XML errors.
  • Cow and Sheep bonus now also migrate. Animals that still don't migrate are the small ones like parrot and rabbit. Sea animal resources do not move either.
  • Experimental events that turn forests into burnt forest when a forest fire event occur; forest aging into ancient forest and new forest aging into regular forest.
 
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