New Tech Tree Playtesting + Feedback

You know I put out a powershell script that packs an arbitrary number of Git repos into an install wizard in the tutorials section a couple of months ago? It's intended for DoC and requires tweaking for other mods, but since DoK is basically the same it should be really easy.
I understand some of these words.

I'm a confused monkey who only gets anything done through sheer luck and random button-mashing. Ah well, it got me this far. :lol:
 
Open google, then apply your button mashing skills to those words :D

Or even better, read the detailed explanation I added to that thread.
 
Or even better, read the detailed explanation I added to that thread.
But for that I would have to be able to read, and I have secretly been analphabetic for all these years, only guessing what other posts mean from context, and who knows when my luck will run out!

Open google, then apply your button mashing skills to those words
I don't know, I think Rainbow Dash and Fluttershy are both overrated. Rarity has more character depth than both of them together.
 
Button Mash is my favourite pony.
 
I'll give tech speeds another review after I'm done with the civics stuff. I'm kind of having modder's block with that at the moment.

On the other hand 600 AD start has AMerica with 10+ tech lead vs next best civ on her spawn :sad: After every new overhaul few month of balance follows:cringe:, it seams...
 
Button Mash is my favourite pony.
squintyjack.png
Okay, now I'm intrigued. I don't believe you have actually become a brony with extensive knowledge of the show and its surrounding fan content, I would have noticed signs of it by now, and yet you went out of your way to name some one off background character that only even got a name and identity through fanon, rather than one of the official main characters you could find pretty quickly, or even a secondary or background character with a decent fan following. Tell me, how did you come up with that name?
 
Hi, I wanted to try this version of the mod, unfortunately it doesn't work, even if I followed your explanations in the first post... when I start a game, it stands on the starting loading (even if I try a babylonian game !) Is there anything special to do, like a specific version of the mod to start on ?
 
On the other hand 600 AD start has AMerica with 10+ tech lead vs next best civ on her spawn :sad: After every new overhaul few month of balance follows:cringe:, it seams...
Yeah, the issue seems to be starting techs. Iteratively balancing all civs in order should take care of that.

squintyjack.png
Okay, now I'm intrigued. I don't believe you have actually become a brony with extensive knowledge of the show and its surrounding fan content, I would have noticed signs of it by now, and yet you went out of your way to name some one off background character that only even got a name and identity through fanon, rather than one of the official main characters you could find pretty quickly, or even a secondary or background character with a decent fan following. Tell me, how did you come up with that name?
You did the pony non-sequitur in response to the button mashing thing. I just realised that Button Mash sounding like Rainbow Dash was kind of funny, so I made that joke. I guess it makes sense that the fandom already thought of that.

Hi, I wanted to try this version of the mod, unfortunately it doesn't work, even if I followed your explanations in the first post... when I start a game, it stands on the starting loading (even if I try a babylonian game !) Is there anything special to do, like a specific version of the mod to start on ?
That's weird, can you make sure you are on a current version by doing another pull?
 
I tried to start again : downloading the mod, then pull with asking for hrtechs, it said it didn't exit correctly and I can't access the pull button anymore. Is this normal ?
 
It sounds like you missed a step? When you first clone the repo, you start on the develop branch. You cannot do the pull right away, if you do it will try to merge the hrtechs branch into develop, which will fail (and require your intervention to fix the conflicts). Make sure that after cloning, you check out hrtechs first. Your local repo is probably in a conflicted state right now, I suggest you delete it and clone again.
 
How to get it

While the new tech tree is still in playtesting, the current state of the mod will still remain available on Git. If you are familiar with the Git version of the mod, you have been using the main develop branch. The new tech tree is available on the separate hrtechs branch. You can switch to it as follows (in the TortoiseGit menu):
  • Select "Fetch ..." and press OK.
  • Select "Switch/Checkout ...", in the dropdown menu next to "Branch" you should be able to select "hrtechs". Confirm with OK and let Tortoise do its thing.
I mean the second (and maybe the first) bullet point from the setup guide.
 
I guess, when I reach this place, that I have to click "Arbitrary URL" first ? Because I don't see the "Switch/Checkout" button...
 

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No, just select "origin" and press okay. Switch/checkout is a different option in the context menu you need to choose afterwards.
 
OK my bad ! I misread from start, I wasn't in the right place... I feel so stupid ^^' (I "succesfullly" didn't find the "Switch/Checkout" button... so bad !)
 
No worries :)
 
What does the future hold for Forts? Can we have a unit in the Fort claiming that tile for unit's owner? And, instead of workers, only allow draftable units to build forts on any culture, claiming that tile to their culture?

There is something very realistic about it. In ancient time Fort can represent fortified camp of an army. That could be a base for operations in foreign territory. In English, the terms "Roman fortress", "Roman fort" and "Roman camp" are commonly used for castrum. Currently only cities extent control over territories, but forts can be means of expanding reach to distant tile without building a city. Russians could have Unique Improvement Ostrog which acts like a Fort but gives Russian culture to 3x3 area around the Russian Fort. Also Americans can create forts (military bases) on Oil resources instead of physical ownership of surrounding city.
 
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How did religion founding get changed? I looked through the thread you made about it but I tried researching Contract after building Ishtar Gate and I didn't found Confucianism. Sorry if this was already answered somewhere else, but I can't find that documentation.
 
You need to control at least one city in the core/historical area for the religion you want to found. Ultimately I want to make that more apparent, i.e. only displaying "first to discover founds X" when you actually have a city to found the religion, but I haven't gotten around to that yet.
 
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Does "secure Oil" for USA exclude Oil from trade/vassals? F4 shows I have 5 Oils but F8 only registers 4, could it be because one of them is a Tribute from Mexico?
 
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