TechConquest Mod

wanted to add that it also screwed the game up lol.... cant enter options from advanced tab, and once the game starts there are no menu's/interface/GUI at all. sad face, now i gotta figure out how to fix it
 
Where did you install it? It's designed to be put into the CustomAssets folder.

edit: Hmm, just noticed I accidentally included a CvScreensInterface.py file that shouldn't be included (it's from another mod). Try deleting that file and see if it works.

I'm trying to balance the RPs that you get for capping. Right now I was thinking about going with:
CS x 5 + rand(CS x 10)

where CS = city size / 4

So a size 10 city, for example would be CS = 2 (always rounds down), giving
10 + rand(20) or 10-30% of the RPs for a tech.

Dunno if people think that's too low? A size 20 city would be 25-75%, which is what it's at now.

Bh
 
I am having the same problem. I have removed the game entirely and deleted every file I can find relating to having the Civ on my computer, but when I reinstall, I get the same "failed to load python module" error. The game is still messed up as well. If someone knows how to help...HELP!:confused:
 
This is great stuff! Harkens back to the ol' Civ2 feature that gave you a free tech when conquering a city... but I think this is better since that was actually a little overpowered, especially if you conquered a lot of cities.
 
telva, just delete your whole custom assets folder, it will mak a new one
 
Did that and the game won't load. Had to remove game entirely again and all traces of files, and still after reinstall, I get the same error. What's going on? It's not as if the error is burned onto the disk! You remove the files and folders it should work again...:aargh:
 
Perhaps the city's culture value could be worked in too. More established city is more likely to have new tech even if it's small. Of course, size and culture often go hand in hand...
 
Hi, I like the idea of the mod. Adds some value to the hard work of wartime (especially end game warfare, thats a chore). I was wondering though if you could make your next release utilize the mod folder instead of the custom assests folder? If I understand it correctly anything in custom assets loads everytime the game is played, while mods folder is a choosable option. Id rather not have to move stuff around in there everytime I want to load up the game.

Thanks for the good mod. I'd maybe suggest instead of using the city size to determine how much research is gained to perhaps try to get the commerce the city generated before you took it over and randomly add that commerce as beakers into a tech you don't have.
 
I really like Kissamies idea, if that's possible to impliment. That would prevent cities that have already been captured (and thus lost culture) from providing a tech a second time if captured again. With it based on cultural value the older, more established cities would provide the most bonuses.
 
Bez I thought any Asset which works as a mod can work as a customAsset and vice versa.. correct me if I'm wrong?

Bhu, is there a way where your mod can work with SD culture mod? I think the entrypoint files seem to overlap, each one wanting to use it's own python dictionary :)
 
I think I found a correction for the mod, Bhruic. I was trying to incorporate this into my Fusion mod so I was testing to be sure it was working in the new context, but I wasn't getting pop-ups at all. I think the line:

Code:
if city.getOwner().isHuman():

near the bottom of TechConquest.py should actually read:

should be
Code:
if gc.getPlayer(city.getOwner()).isHuman():

Changing this line seems to have fixed the problem for both my incorporation and the standalone mod (which wasn't working, either!)

This mod was a great idea, btw! Now I can focus on my military without falling hopeless behind the rest of the world!
 
Sevo does this mean we can't play the current mod without changing that line... er?
 
Perhaps the city's culture value could be worked in too. More established city is more likely to have new tech even if it's small. Of course, size and culture often go hand in hand...

I think It would be wiser to key off of the Science Bonus Modifier from Libraries/Labs for the City (before they are all destroyed by the conquest ofcorse). Just multiply the points you get by the Science Modifier so a well developed City can be worth much more then a small one

Also another nice idea, lets steal map data as well :goodjob:
 
Is this mod compatible with v.1.52?
 
wow, this is really a good feature that the civ4 expansion should have, still remember what will happens when you conquer a city with technology that you dont have in civ2?
 
It is now compatible with v1.52 - also made a few other fixes/modifications. See first post for details.

Bh
 
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