Tech Tree Discussion

The flag names are probably not exposed to Python so you will have to use the numbers themselves.
I have exposed the flags under the name PathingFlags now so you can e.g. use PathingFlags.MOVE_NO_ENEMY_TERRITORY + PathingFlags.MOVE_THROUGH_ENEMY in the iFlags parameter.
 
I have exposed the flags under the name PathingFlags now so you can e.g. use PathingFlags.MOVE_NO_ENEMY_TERRITORY + PathingFlags.MOVE_THROUGH_ENEMY in the iFlags parameter.

@Volkarya:The flags you are probably most intersted in are:

MOVE_NO_ENEMY_TERRITORY - can't path through tiles owned by someone you are at war with
MOVE_SAFE_TERRITORY - can only path through your own and neutral territory
MOVE_OUR_TERRITORY - can only path through your own territory

For the spike I guess either MOVE_OUR_TERRITORY or maybe MOVE_SAFE_TERRITORY would be reasonable choices.

The eUnit passed to generatePathForHypotheticalUnit() needs to be the UnitType for some known unit you want to use as a pathing model. For your purposes any land unit (perhaps other than those that intrinsically can path through mountains) should do (UNIT_WORKER say), though see remarks later about defensive bonuses etc. The path generated will be the least cost legal path between the end points respecting the flags you pass in. If generatePathForHypotheticalUnit() returns false it means there is no legal path between the specified points. Least cost will take account of terrain movement costs with respect to the specified unit type, as well as defense bonuses [it will prefer to route through good defensive terrain, other things being equal], and terrain damage [prefers to avoid if reasonable to do so].

If you want it to ignore terrain costs then pass an eUnit for a unit that has flat movement costs (i.e. - not terrain dependent). If you want it to ignore defensive bonuses, pass an eUnit for a unit that has 0 strength (it only bothers with that if the unit has a defense strength that can be multiplied up by bonuses).
 
Vokarya said:
Microbiology is a Renaissance tech, but Food Preservation (which it looks like you are trying to require) is an Industrial tech. I think someone needs to decide if Microbiology is going to represent Hooke and van Leeuwenhoek (late 1600's) or Pasteur and Koch (mid-to-late 1800's). If the later, then Microbiology should be moved into the Industrial Era.

Hydro?
 
Here's another set of tweaks to the tree that I have been looking at: the era for Photography, Romanticism, Realism, and Impressionism is wrong. All of these technologies date to the 1800's, which puts them more into the Industrial Era.

Historical dates are the following:
  • Photography: first permanent photograph 1826, daguerreotypes 1839
  • Romanticism: 1800-1840, reaction to the Age of Enlightenment
  • Realism: 1850's, reaction to Romanticism
  • Impressionism: 1872, first impressionist painting

I posted this idea a month ago, but no one responded. So I put together this for moving these techs around in the tree to better reflect their historical development.

Altered Techs

Photography
Era: Industrial
Location: X54 Y17
Cost: 4750
Prerequisite Techs: Chemistry AND Patent Rights
(I'm using Patent Rights as a proxy for early-industrial inventing.)

Romanticism
Era: Industrial
Location: X55 Y1
Cost: 4000
Prerequisite techs: Enlightenment AND Free Artistry AND Steam Power
(Chivalry becomes redundant: Chivalry - Leadership - Nationalism - Replaceable Parts - Steam Power)

Realism
Era: Industrial
Location: X56 Y1
Cost: 4800
Prerequisite techs: Photography AND Romanticism
(Liberalism becomes redundant: Liberalism - Social Contract - Constitution - Corporation - Steam Power - Romanticism - Realism)

Impressionism
Era: Industrial
Location: X58 Y1
Cost: 5000
Prerequisite techs: Realism
(Nationalism becomes redundant: Nationalism - Replaceable Parts - Steam Power - Romanticism - Realism - Impressionism)

What do you think? Does this sound like a good idea?
 
Those changes for Photography, Romanticism, Realism, and Impressionism look perfect to me. I actually teach on 19th century history, and the positioning and those prereqs are exactly what I would have suggested.
 
Those changes for Photography, Romanticism, Realism, and Impressionism look perfect to me. I actually teach on 19th century history, and the positioning and those prereqs are exactly what I would have suggested.

Could you help post ideas on spicing up that era? I think you could be considered our first C2C historian. It would be nice if you shared your other thoughts on placement and ideas for units, gameplay and such.
 
Those changes for Photography, Romanticism, Realism, and Impressionism look perfect to me. I actually teach on 19th century history, and the positioning and those prereqs are exactly what I would have suggested.

Thanks. I noticed these when I was doing my tech tree spreadsheets. I also notice where things look off when I'm doing Wonders. I noticed Impressionism was off when I designed Giverny, and the fact that Gas Lighting is late-Renaissance inspired the Criminology tech. I needed a tech to hook 221B Baker Street on to, and I realized Gas Lighting came far too early.
 
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 think this function works somewhat, but the pathing seems to be a little strange. I have a post in the Help Wanted thread -- could you take a look?
 
Have u guys thought about new cooking tools?
Utensils, Natural Gas Stove?
for building..cooking school..Iron Chef Stadium (from food network)

Thats Hydro's area, he mainly handles all the thinking of buildings and stuff like that.
 
I thought about it alot..
I am going to rewrite the Tech tree for Cyber-Dimension.

The main emphasis for Future Techs will be from the Tech Trees of this Games
-Call to Power 2
-Sid Meier's Alpha Centauri (SMAC)
- Sword of the Stars Ultimate
-Galactic Civilization 2 Ultimate
-Sins of a Solar Empire: Rebellion
- Star Ruler Gold
-Space Empires V mods
-AI:War Fleet Command with 3 Expansions
-Armada 2526 Supernova
-Starcraft "Protoss and Zerg"
-total anniliation kingdoms
-final frontier 2- mythical creatures
-monster hunter psp- armor
- wipeout pulse (antigrav)
-space colony

a bunch of civ4 mods
Main Sites
http://future.wikia.com/wiki/Future:Technology_Tree
Orionsarm
HumanKnowledge
Sigmascan
FutureTimeline
EnvisioningTech
*and way more
 
I thought about it alot..
I am going to rewrite the Tech tree for Cyber-Dimension.

The main emphasis for Future Techs will be from the Tech Trees of this Games
-Call to Power 2
-Sid Meier's Alpha Centauri (SMAC)
- Sword of the Stars Ultimate
-Galactic Civilization 2 Ultimate
-Sins of a Solar Empire: Rebellion
- Star Ruler Gold
-Space Empires V
-AI:War Fleet Command with 3 Expansions
-Armada 2526 Supernova
-Starcraft "Protoss and Zerg"

Main Sites
http://future.wikia.com/wiki/Future:Technology_Tree
Deltascan
HumanKnowledge
Sigmascan
FutureTimeline
EnvisioningTech
*and way more

And you're going to be doing all this without consulting the rest of us on our plans or fir our input? This is a collaborative mod, and we need to be in agreement on major changes.
 
And you're going to be doing all this without consulting the rest of us on our plans or fir our input? This is a collaborative mod, and we need to be in agreement on major changes.

yes of course! Remember, im barely done with digital. everything after that is empty. Before they are in-game of couse we will discuss

Its still planning stage.


1. List techs added online.
2.discuss. Everyone talks and adds input.
3.ones that are good by u and hydro get xml done.
4. Discuss. Is it good based on pedia?
5. Techs get edited/deleted.

Added more games.
 
Strategyonly made in incharge of techs, but what do u think the transhuman/galatic threads are for?

Say your opinion, and collaboration.

I always mention beforehand what im doing, i dont do it in secret, its all visible! All the new stuff, after cyberimmuniology hasnt been created yet lol
 
Perhaps its te speed in which you are doing them. Its hard to keep up. Note your efficiency and speed is a good thing. However like all things in C2C we can always revise and fix them later if there is a problem. Modding C2C is an ongoing process. Much like science or democracy its forever being improved, expanded and revised.
 
@MrAzure:

Sorry if I sounded confrontational, I didn't mean to. You are indeed in charge of tech design, as I am of unit design. However, I always post my proposals with specificity in the Units thread before making them, so that they can be debated and revised. I just think it would be a good idea to post your ideas for specific techs and give stats for them before making them, which I'm not sure you did for the most recent batch. (I may just have missed them, I was gone most of last week)

As Hydro said, your efficiency is good, it's just that sometimes you work so fast we can't keep up. I'm used to the tech tree developing at the speed of Snail, so I guess all your new ideas are a bit overwhelming at times.
 
@MrAzure:

Sorry if I sounded confrontational, I didn't mean to. You are indeed in chagenof tech design, as I am of unit design. However, I always post my proposals with specificity in the Units thread before making them, so that they can be debated and revised. I just think it would be a good idea to post your ideas for specific techs and give stats for them before making them, which I'm not sure you did for the most recent batch. (I may just have missed them, I was gone most of last week)

As Hydro said, your efficiency is good, it's just that sometimes you work so fast we can't keep up. I'm used to the tech tree developing at the speed of Snail, so I guess all your new ideas are a bit overwhelming at times.

I admit it for the most recent batch. I think I really did subpar. The Techs I proposed just arent as fun, general enough, varied, and just not cool enough compared to the Tech Tree of other games.

This is what I am going to do.
In the revised Tech Tree;

Every Tech will have a box.
In a visually appealing style, each tech box will have:

x.Small pic
1.Tech Name
2.Short Descriptive Sentence.
3. Game-play use of said Tech.
[Class of Tech: (What the main funtionality of the Tech is about).
Unit, Social, Science, Culture, Religion,Trade, Energy, AI, etc..]

Each tech in the tech Tree will look like a collectible trading card! Easy to read, easy to understand, and easy to inspire you and others!

Here is an example of Bugbots/Insecta robotics:

mjNs1.jpg


This will slow me down a bit, make sure the TECH is good enough, and easy for everyone to gland and get a reference
 
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