[Request] gaining techs by conquering

skodkim

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Hi

I'm looking for people who know python and would be interested in making a little mod where you gain a tech boost when you capture cities from other civilizations.

Bhruic made a mod once (located at http://apolyton.net/forums/showthread.php?s=&threadid=143217) and his idea was that when you conquer a city you gain a random tech boost based on the city size if you've got the preresquites to research the tech. It was really a great idea - and realistic too. I'm not trying to steal his idea, but unfortunately Bhruics mod doesn't work with 1.61 and he seems to have stopped supporting it.

Anyone interested in experimenting with this (I'm not skilled with python)?

\Skodkim
 
I add my name to this request. It stinks when you can't climb back into the tech race through conquest!
 
Actually Bhruics mod does work with 1.61, at least for me. Also, see if maybe TheLopez is supporting it, he adopted a few abandoned mods. :)
 
Well.... I wasn't planning to support it but if someone can confirm that it doesn't work with the v1.61 patch I will update it and provide a link for the new version.
 
Hi
i play with tech conquest mod, and it run, but it seems you don't learn the same number of tech percent... et each time you conquest another city, you learn another tech, if there is another tech...
But, it work on my computer, with 161 version
 
I can confirm that it does work for 1.61 and I haven't noticed any problems with how much percent you learn, I don't always discover a tech on conquest, in fact that's fairly rare.

To be honest that mod is part of my customassets folder and I did "fix it up" a bit when 1.61 came out, but I don't remember actually touching the particular code that has to do with tech conquest. It's only one function really, very simple. Still, I could post an "updated" version that should work, I'll just need to isolate it from the other stuff. Also, I actually want to change this and couple of other mods to use Dr Elmer Jiggle's code to make them easier to merge.

@TheLopez: You already did some of that I guess, but one thing I wanted to do is keep them separate, using Elemer's code but separate. The other mods I wanted to do this to was the Great Person portraits, Tech Window and Allegiance mods. Maybe you could publish whatever you've already done in that direction, and whatever you might do in the future.
 
Rabbit said:
@TheLopez: You already did some of that I guess, but one thing I wanted to do is keep them separate, using Elemer's code but separate. The other mods I wanted to do this to was the Great Person portraits, Tech Window and Allegiance mods. Maybe you could publish whatever you've already done in that direction, and whatever you might do in the future.
White Rabbit,

I have already re-released the Unit Allegiance Mod and are planning to make it configurable.

As for the Great Person portrains mod, isn't that one supported by Patricius?

Which Tech Window mod? I couldn't find which one you are talking about.

Just PM with names of mods and links to their threads so I can get to work on them :D, my todo list is getting short again :p
 
Rabbit said:
I can confirm that it does work for 1.61 and I haven't noticed any problems with how much percent you learn, I don't always discover a tech on conquest, in fact that's fairly rare.

Well guess I've just been unlucky the few times I tested it with 1.61 and then, when another guy confirmed that it didn't work I removed it from my mods folder. I'll give it another go as soon as possible!

Thanks! :D

\Skodkim
 
TheLopez said:
White Rabbit,

I have already re-released the Unit Allegiance Mod and are planning to make it configurable.

As for the Great Person portrains mod, isn't that one supported by Patricius?

Which Tech Window mod? I couldn't find which one you are talking about.

Just PM with names of mods and links to their threads so I can get to work on them :D, my todo list is getting short again :p
You're right about Patricius. I'm doing this for my own mod as I need to merge this stuff with elmer's code so I wanted to convert these and forgot some of them are still ongoing :) Anyway, here's the link to techwindow, it's a very small but very nice mod http://forums.civfanatics.com/showthread.php?t=158636

skodkim said:
Well guess I've just been unlucky the few times I tested it with 1.61 and then, when another guy confirmed that it didn't work I removed it from my mods folder. I'll give it another go as soon as possible!
If I get a free half an hour and I remember I'll "update" this mod to 1.61 and post it in the thread. :)
 
Rabbit said:
You're right about Patricius. I'm doing this for my own mod as I need to merge this stuff with elmer's code so I wanted to convert these and forgot some of them are still ongoing :) Anyway, here's the link to techwindow, it's a very small but very nice mod http://forums.civfanatics.com/showthread.php?t=158636
Ok, I'll convert it and post it today, the tech window mod that is.


Rabbit said:
If I get a free half an hour and I remember I'll "update" this mod to 1.61 and post it in the thread. :)
White Rabbit, I already did this but forgot to post it yesterday and this morning. I'll post it up there when I get home today... after my dentist appointment.
 
TheLopez said:
White Rabbit, I already did this but forgot to post it yesterday and this morning. I'll post it up there when I get home today... after my dentist appointment.
Excellent, and ouch, on the dentist appointement :cringe: Use this :hammer2: to dull the pain :lol:
 
One more thing, hey Rabbit, you want me to make the two mods configurable, right?
 
TheLopez said:
One more thing, hey Rabbit, you want me to make the two mods configurable, right?
Lol, you mean tech conquest and tech window. For window I don't think there's really a need to, it just adds some more info on the tech, people either want it or not, I doubt someone will be loosing sleep over the fact that they want the icons aligned vertically instead of horizontally, or something like that. :)

For tech conquest, I was under the impression there were already some simple variables that could be adjusted, but maybe I'm just thinking of the python code. In any case, the only thing to put in the INI would probably just be the percentage of tech you learn, and at the end of the day just for one variable to set the whole INI code, not sure if it's worth it. Everyone can load up a python file and change one number.

I can think of couple of more things that could be added but only implement them if you feel like it and have time. One thing would be to perhaps have a flag that switches between gaining percentage or just some number of points (bickers). Although I'm not sure why anyone would choose the points but just something I thought of... actually it's probably useless, anyway, moving on :)...

Another thing that perhaps could be added is a flag that when true makes it so that you never gain enough points to actually learn the tech, and is always left with at least 1 turn of research. I.e. "We stole the tech but we still need a bit of time to figure it out".

Again, these are just couple of ideas and you're already swamped judging by the number of mods you're working on so feel free to completely ignore them.
 
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