TechConquest Mod

This is almost exactly what I was looking for. The only thing I'd like to suggest is that it shouldn't be 100% certain you get tech. I would suggest a check on the disparity of tech level between the two civs. If you were close the chances would be low, if you're way behind it would be 100%.
 
Frankly - I missed this feature :) It was included for sure in old, great Civ I (anybody remembers this :beer: ?) and (I'm not sure) in Civ II. In Civ I each city "stored" one technology (tech was assigned to city, but of course you didn't know what tech is stopred in city you were attacking).

IMO random tech is a good idea.:goodjob:

PS. Exavier - could you consider adding Polish civ to your next release ? I would be REALLY GRATEFUL :D
 
good improvement, makes the already popular war path even better, but should I install it as a mod or into the custom assets folder? Thanks.

"Life is like a box of chocolates. After a while, it starts to get old."
 
I found a small problem with this mod. It seems that it doesn't work if you're doing a "One City Challenge".

-RdF
 
I've been playing with this mod, and I'm loving it. Something which just happened bothered me, though. I took a Roman city. It was defended by Longbowmen, so I knew he had Feudalism (which I did not). The tech that I got, however, was Polytheism. It bugs me that I could either get a certain percentage of a 180 cost tech, or the exact same percentage of a 1260 cost tech.
The first fix that springs to mind is to find the average cost of the techs that you could get, and then get a percentage of that amount. Then, in the above situation, I would have either gotten all of Polytheism or a portion of a more expensive tech.

-RdF
 
The mod seems to be somewhat bugged in multiplayer games where both human players are in a permanent alliance. The amount of tech stolen is always vanishingly small, around 10%, even for size 20 cities, and upon capturing multiple cities, it doesn't add to the amount of points toward that same tech, but simply replaces the amount, sometimes with a smaller number of points. I'm playing this mod as incorporated into SevoMod v 2.3.
 
Dunno what version was incorportated in that mod - but there is no reason I can see that the latest version would be affected by multiplayer teams. All tech is handled on a team basis anyway, so whether you are teamed or not should be irrelevant.

Bh
 
Bhruic said:
Dunno what version was incorportated in that mod - but there is no reason I can see that the latest version would be affected by multiplayer teams. All tech is handled on a team basis anyway, so whether you are teamed or not should be irrelevant.

Bh

Bhruic is right. I looked through the code and I made a mistake when I changed some of Bh's tech conquest functions for my last version of SevoMod. It'll be fixed in version 2.4. :goodjob:
 
As far as I know it is. So far it hasn't caused any problems in my mod although I haven't done extensive testing.
 
I really like this mod, but I think in its current form it's a little overpowered. Receiving full techs for conquering large cities is a massive reward given the value of science and the tech tree in this game. This is particularly poignant in the mid to late game where tech is more costly, cities are larger and, with the units available, often easier to conquer. For instance, when one has tanks and bombers it can be relatively easy to take several AI cities in quick succession.

What I did was reduce the population multiplier percentage from x 5 to x 2 and changed the initial cost of tech awarded to 1/10 (10%) rather than 1/4 (25%). In my brief experience this is tending to award me around a third of a tech for each major city conquered, which seems a little more balanced.
 
=Doctor=, I really like that mod, but had the same feeling about it being a bit overpowered that you had. Could you post the file you changed? I am very interested in it. Thanks in advance.
CellKu
 
=DOCTOR= said:
I really like this mod, but I think in its current form it's a little overpowered. Receiving full techs for conquering large cities is a massive reward given the value of science and the tech tree in this game. This is particularly poignant in the mid to late game where tech is more costly, cities are larger and, with the units available, often easier to conquer. For instance, when one has tanks and bombers it can be relatively easy to take several AI cities in quick succession.

What I did was reduce the population multiplier percentage from x 5 to x 2 and changed the initial cost of tech awarded to 1/10 (10%) rather than 1/4 (25%). In my brief experience this is tending to award me around a third of a tech for each major city conquered, which seems a little more balanced.

I wonder if it might be better to acquire a calculated number of beakers toward an unresearched tech instead of the whole tech? Similar to how a Great Scientist can devote/provide 1000 beakers toward a tech.

My thinking is that if you stumbled upon Plastics for the first time, your understanding of what you are seeing would be based only on what you already know - you would not have a complete, epiphany-like understanding about this New Thing or New Tech.

My 2 cents... :p

Spocko
 
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