Tech Tree Discussion

Did i see in a different post that you got Via Appia working correctly?

I've been trying to convert Golden Spike to a true transcontinental railroad. Unfortunately, I've run into a snag if the railroad hits a bay (water squares connected to ocean). The test I want to use to get the railroad to displace itself and hook up on land actually causes the game to freeze. I have a post up in the Help Wanted thread about it.
 
I've been trying to convert Golden Spike to a true transcontinental railroad. Unfortunately, I've run into a snag if the railroad hits a bay (water squares connected to ocean). The test I want to use to get the railroad to displace itself and hook up on land actually causes the game to freeze. I have a post up in the Help Wanted thread about it.
I think that what you are doing is more or less writing a simple pathing engine. Far easier to expose Koshling's pathing engine to Python.
 
I think that what you are doing is more or less writing a simple pathing engine. Far easier to expose Koshling's pathing engine to Python.

Probably, but I'd like to do what I can without making more work for other people. I have a lot of other things that will need help to implement (such as Congress of Vienna and Galactic Federation).
 
I don't think that prehistoric play differs from innate human behavior enough to be its own technology. What you are talking about would be SO far back on the tech tree that it would be somewhere around the development of intelligence, if not mammalian evolution. Games for me is using some kind of object or organization; that's why I put the Toy Crafter there. I can see the Civilopedia text for Games pointing at an early version of Athletics; I can't think of a building that would represent that. If Games had three buildings:
  • Toy Crafter
  • Gambling Den
  • early Sports Field (don't know a good name)
would that work?

I still can't think of a perfect name for this, but this is what I think would work to complete the Games technology. I want this building to be very simple, just +1 happy and -1 hammer (since it's just an open field with maybe some markings). It goes obsolete just as individual Sports buildings appear.

Playing Fields (Building)
Cost: 25 hammers
+1 happiness
-1 hammer
Requires: Games
Obsolete: Team Sports
 
Hydro, I recommend the following Techs

Games
-Manhood Rituals
-Games
-Board Games
-Video Games

Music
Synthesizer
A sound synthesizer (often abbreviated as "synthesizer" or "synth") is an electronic instrument capable of producing a wide range of sounds. Synthesizers may either imitate other instruments ("imitative synthesis") or generate new timbres. They can be played (controlled) via a variety of different input devices (including keyboards, music sequencers and instrument controllers). Synthesizers generate electric signals (waveforms), and can finally be converted to sound through the loudspeakers or headphones.
 
Hydro, I recommend the following Techs

Games
-Manhood Rituals
-Games
-Board Games
-Video Games

Music
Synthesizer

What's the difference between Manhood Rituals and Ritualism? Sounds to me like Manhood Rituals would be a building available at Ritualism.
 
Private Message from Vokyra

Last thing: Why was Nitroglycerine moved to a Renaissance tech? It was invented in 1847. The Industrial Revolution starts in 1750. There is no way this is a Renaissance tech.

Let me know if you have any problems with these.

Hydro? Your presence is requested.
 
@MrAzure

I sent you a PM with changes. Now a bunch of techs get moved back to Industrial era. Thanks Vokarya!

Every Tech Edits suggested by you and Vokarya has been fixed ,(except Waterworks..irrigation was already deleted)

EDIT: Im gonna fix the grammar of some of the Pedias i made.
 
Probably, but I'd like to do what I can without making more work for other people. I have a lot of other things that will need help to implement (such as Congress of Vienna and Galactic Federation).
I have exposed the pathing engine to Python now. You can use it with those methods on CyMap:
bool generatePathForHypotheticalUnit(CyPlot* pFrom, CyPlot* pTo, int /*PlayerTypes*/ ePlayer, int /*UnitTypes*/ eUnit, int iFlags, int iMaxTurns);
int getLastPathStepNum();
CyPlot* getLastPathPlotByIndex(int index);

The first generates a path between the given plots using a specific unit type of the specified player. It returns true if it is successful and false if not.
If a path is generated, then getLastPathStepNum will return the number of plots on the path and getLastPathPlotByIndex will return the plots, starting with the index 0.

Disclaimer: I have not tested it properly so it might be buggy.
 
I have exposed the pathing engine to Python now. You can use it with those methods on CyMap:
bool generatePathForHypotheticalUnit(CyPlot* pFrom, CyPlot* pTo, int /*PlayerTypes*/ ePlayer, int /*UnitTypes*/ eUnit, int iFlags, int iMaxTurns);
int getLastPathStepNum();
CyPlot* getLastPathPlotByIndex(int index);

The first generates a path between the given plots using a specific unit type of the specified player. It returns true if it is successful and false if not.
If a path is generated, then getLastPathStepNum will return the number of plots on the path and getLastPathPlotByIndex will return the plots, starting with the index 0.

Disclaimer: I have not tested it properly so it might be buggy.

Thanks. I will try this. What is iFlags supposed to be? I see how the rest of the parameters are supposed to work.
 
Thanks. I will try this. What is iFlags supposed to be? I see how the rest of the parameters are supposed to work.
iFlags is used to get some control on the path generated. You can avoid enemy territory and similar stuff. These are the values, combine them with + :
Code:
#define MOVE_IGNORE_DANGER			(0x00000001)
#define MOVE_SAFE_TERRITORY			(0x00000002)
#define MOVE_NO_ENEMY_TERRITORY		(0x00000004)
#define MOVE_DECLARE_WAR				(0x00000008)
#define MOVE_DIRECT_ATTACK			(0x00000010)
#define MOVE_THROUGH_ENEMY			(0x00000020)
#define MOVE_MAX_MOVES				(0x00000040)
// These two flags signal to weight the cost of moving through or adjacent to enemy territory higher
// Used to reduce exposure to attack for approaching enemy cities
#define MOVE_AVOID_ENEMY_WEIGHT_2		(0x00000080)
#define MOVE_AVOID_ENEMY_WEIGHT_3		(0x00000100)
//	Koshling - This flag is used to check the turn's immediate movement for ending up next to
//	an enemy unit that we don't have a high chance of surviving an attack from
#define	MOVE_AVOID_ENEMY_UNITS		(0x00000200)
//	Don't go into plots which appear dangerous, even in our own territory unless grouped with a defender
#define	MOVE_WITH_CAUTION			(0x00000400)
#define MOVE_OUR_TERRITORY			(0x00000800)
The flag names are probably not exposed to Python so you will have to use the numbers themselves.
 
Playing a game now into late Modern Era. Seems that I can research 3D Printing too soon. Was able to research prior to Manufacturing, even though its placement in the tree implied I needed higher level tech.
 
How do you mean?

Manufacturing -> Semiconductors -> Microprocessor -> 3D Modeling -> 3D Printing

It's definitely available earlier. I did a modern era start a few days ago and both manufacturing and 3D printing were available as initial techs
 
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