Request: Stop Tech Tree Mod

illyB

Chieftain
Joined
Jan 16, 2005
Messages
10
Hi guys, Ive looked for something like this everywhere, and have had no luck, so here i am. I need a mod that stop the tech tree from advancing past the first era. I would love to play a game as Rome where the Preatorean is the strongest unit around!

Ive tried the mods that slow down the game, but what Im wondering is there anything that completly stops tech advances ??

Or better yet, anyone know of a great Roman times mod ??

Any ideas how i could do this would be great!!!
Thanks guys!
 
Well, there is the greek world mod that comes with the game. I haven't tried it but I'm guessing it only includes the ancient era so it might be the kinda thing you're looking for.
 
THe Greek worl mod just adds a bunch of extra techs so you can't advance too far before it ends IIRC.
 
I have tried the greek mod, and the New Balance mod, both are fun, but not exactly what im looking for.

Has anyone tried this in Civ4 yet?? Wondering if its easy enough for me to do it myself...right now i've just used the world builder to keep deleting everyone's techs to keep us ancient :king:
 
You could just up the research cost of everything you don't want to be available by a very big number of points. Easy change in XML files, I suppose.
 
Open CIV4TechInfos.xml (with anything able to edit text or xml files). Change <bDisable>0</bDisable> to <bDisable>1</bDisable> for the techs you wish to disable. Remember, if you disable for example writing all techs that require writing will also be disabled.
 
Hey, that sounds easy enough, I'll give that a try when Im done with work, thanks snarko!!

Anyone else experimented with this yet ? I'll back-up everything and start exploring ;)

Thanks!
 
Don't overwrite anything. Put your modified files in customassets or a mod directory.
 
Thanks again snarko, I just made my own mod, disabled all the techs past the classical era. (I changed the bDisable>0</bDisable> to <bDisable>1</bDisable>)

I started the game up and at first glance, it seems nothing was changed, all the techs are still present on the tree, and it looks like they are still researchable... I dont have the time yet to play it out, to see if i really can research the techs I though i disabled. (and yes, I did load the mod :)

Anyone else tried editing the techs before ?? If so, how did it work out, and am i missing anything ??
 
Thanks again snarko, I just made my own mod, disabled all the techs past the classical era. (I changed the bDisable>0</bDisable> to <bDisable>1</bDisable>)

I started the game up and at first glance, it seems nothing was changed, all the techs are still present on the tree, and it looks like they are still researchable... I dont have the time yet to play it out, to see if i really can research the techs I though i disabled. (and yes, I did load the mod

Anyone else tried editing the techs before ?? If so, how did it work out, and am i missing anything ??
Disabled techs will still show on the tech tree even if you can't research then. The python code that deals with the tech tree display does not check whether or not the tech is disabled before displaying the tech.
 
illyB said:
I dont have the time yet to play it out, to see if i really can research the techs I though i disabled. (and yes, I did load the mod :)

There's an easy and fast way to test this. Click on a tech. If you can research it you will start to research it or techs leading to it.
 
After finishing everything, and loading the mod I started a custom game, and clicked on Future Tech, and it showed a research time of 19,245, but all the techs I was able to click on and start down the tree to them... so does that mean I messed up somewhere, and those techs arnt disabled ??

Im far from computer savy, so Im sure i could have screwed up somewhere... Again, has anyone else tried this and made it work ?? I would love some more feedback!!

Im about to go through and disable them again, and start a game to see how it worked Wish me luck ; )
 
Just tried it. Disabled writing. Clicked it, nothing. Clicked alphabet, nothing. Either you screwed up somewhere or you don't have the latest patch (there used to be a bug that if tech a was disabled and tech b required tech a you could research both by clicking tech b. It has been fixed.)
 
Ya, i must have, because i have the latest patch, and just tried again (also made the cost of later techs 9999) and when i load the mod and start a custom game, i can start to research all the techs....at normal speed.

I assume the problem must be in the mod itself ?? right now the mod is only the Tech infos and schema files, and the config settings. I only changed the CIV4Techinfos file... what am i doing wrong ? Do i need to copy more files into the mod to make it work ?

Thanks for all the help guys ;)
 
Probably you placed the files in the wrong place. The need to be in mods\modname\assets\xml. Same structure like the original files so tech infos goes under a directory called technologies. You don't need to include the schema, the game will find it.
 
and now I say AH-HA! I needed to copy the assets folder into my mod, and then the modded techinfo into the assets... Now every tech I didn't want is in red! :goodjob:

Now the game's best units are Pikemen, Longbow and Preatorean, Perfect !!

Thanks for all your helo snarko! This was the first time I've tired to modify anything, and it wasnt all that brutal.
 
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