SDK Component Requests:

I meant two or more techs in the same turn, like you did with hammers.

In my current game, this "flaw" of Civ IV is really bringing me down. In the modern era China and England became more advanced than me, producing more beacons. But in the transhuman I overcame them in beacons per turn. I make aprox. 50000 beacons per turn, they make 30000. But the techs cost 20000. So I can't never pass them technologically. I have to invade them and seek Domination, otherwise they'll win the Space Race.
 
I meant two or more techs in the same turn, like you did with hammers.

In my current game, this "flaw" of Civ IV is really bringing me down. In the modern era China and England became more advanced than me, producing more beacons. But in the transhuman I overcame them in beacons per turn. I make aprox. 50000 beacons per turn, they make 30000. But the techs cost 20000. So I can't never pass them technologically. I have to invade them and seek Domination, otherwise they'll win the Space Race.

Your wish is my command.

A New Dawn 1.60 (beta) will have a new game option called "Multiple Research" which if enabled, and the player has enough beakers, and has queued technologies, can research more than one technology per turn.

It was remarkable easy to add, if I must say so myself. I can't believe it wasn't in BTS to begin with.
 
Your wish is my command.

A New Dawn 1.60 (beta) will have a new game option called "Multiple Research" which if enabled, and the player has enough beakers, and has queued technologies, can research more than one technology per turn.

It was remarkable easy to add, if I must say so myself. I can't believe it wasn't in BTS to begin with.
Now we have a modcomp that has not been stol... err borrowed from someone else.;):lol: It will be intersting to play with.
 
Now we have a modcomp that has not been stol... err borrowed from someone else.;):lol: It will be intersting to play with.

Hey now, RevExposed and Unlimited Wonders were my works alone, although granted, they were fairly simple. And all the others (excepting Multi-prod) have been extensively altered.

On a scale of difficulty, Multiple Research is about a 4. In all honesty, I made it after brainstorming for 10 minutes and coding for 2. It's a 10 line addition, fairly small. Making the AI to sell and buy contact with other players was harder and more work than it.
 
Hey now, RevExposed and Unlimited Wonders were my works alone, although granted, they were fairly simple. And all the others (excepting Multi-prod) have been extensively altered.
I was just teasing you.:lol:
Rom would not be the same without the great Multi-prod mod comp!:goodjob:
 
I will add a tag for units, bForceObsolete, which will force the units to be untrainable if it is true, instead.
I think I'll add this to the RevDCM SDK, it's sorely needed. Are you OK with a simple single Tech tag here (something like <bForceObsoleteTech>TECH_IRONWORKING</bForceObsoleteTech>, or do you need it to have more functionality? Wol't be any time soon though, but definitely before the RevDCM 2.62 release.
 
I think I'll add this to the RevDCM SDK, it's sorely needed. Are you OK with a simple single Tech tag here (something like <bForceObsoleteTech>TECH_IRONWORKING</bForceObsoleteTech>, or do you need it to have more functionality? Wol't be any time soon though, but definitely before the RevDCM 2.62 release.

The one we need is because the unit it upgrades to is limited to 3 per player, and when you use them up, it lets you build really old units, which the AI doesn't deal with properly. My tag is even simpler than yours, its a simple boolean 1/0 tag, and if it's checked, it only checks to see if the unitclass it upgrades to is maxed out, and if so, you can't build it either. I called it "bForceUpgrade".

A Forced Tech obsolescence is completely different, and would also be useful. Feel free to add that too.
 
Your wish is my command.

A New Dawn 1.60 (beta) will have a new game option called "Multiple Research" which if enabled, and the player has enough beakers, and has queued technologies, can research more than one technology per turn.

It was remarkable easy to add, if I must say so myself. I can't believe it wasn't in BTS to begin with.

Thank you very much! How will we queue the techs? The AI will do it too, right?
 
Thank you very much! How will we queue the techs? The AI will do it too, right?

Queuing techs is just when you already have another tech set up in the tech tree, by clicking ahead of your path, or holding shift and clicking on techs. The AI can also queue techs fine, so they can use it.
 
Probably the wrong place to ask - but we can build caravans to provide :hammers: to a city and :gold: to the empire but can we build ones to add :food: to a city?
 
Probably the wrong place to ask - but we can build caravans to provide :hammers: to a city and :gold: to the empire but can we build ones to add :food: to a city?

important point. i think there's a mod where food transport could be done directly via trade routes which is another possibility to implement such thing and maybe a bit better to handle due to less micro.
 
important point. i think there's a mod where food transport could be done directly via trade routes which is another possibility to implement such thing and maybe a bit better to handle due to less micro.

The trade route is just what I don't want :) - that is why I asked for the possibility of a food dump.
 
how do you queue techs other than a beeline?
 
Probably the wrong place to ask - but we can build caravans to provide :hammers: to a city and :gold: to the empire but can we build ones to add :food: to a city?
That's what I was trying to ask you earlier, if you wanted me to add some of Dom Pedro's trade code. (Look at the Trade Mission Infos)

No that (DP's trade mission) is exactly not what I want! I want to add x food to the current amount of food stored in the city. IE the same as :hammers:.
 
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