konradcabral
Prince
Does overflow research already get applied to the next tech in line?
I meant two or more techs in the same turn, like you did with hammers.
Does overflow research already get applied to the next tech in line?
I meant two or more techs in the same turn, like you did with hammers.
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.
Now we have a modcomp that has not been stol... err borrowed from someone else.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.It will be intersting to play with.
I was just teasing you.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.![]()
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 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.
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?
Probably the wrong place to ask - but we can build caravans to provideto a city and
to the empire but can we build ones to add
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.
Probably the wrong place to ask - but we can build caravans to provideto a city and
to the empire but can we build ones to add
to a city?
You hold down shift just like in the city screen.how do you queue techs other than a beeline?
You hold down shift just like in the city screen.
Funny thing is that I didn't know this till last week.![]()
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)Probably the wrong place to ask - but we can build caravans to provideto a city and
to the empire but can we build ones to add
to a city?