TechConquest Mod

Bhruic

Emperor
Joined
Nov 15, 2005
Messages
1,457
TechConquest is designed to give a tech boost from conquering enemy cities. When an enemy city is conquered, a list of techs the enemy has that your empire doesn't is created. From that list a random tech is selected.

The number of points you get is based on the size of the city that is captured. You always get a minimum of 25% of the cost of the tech, plus a random amount. The random amount is from 0 to (city size x 5)%. So for a size 4 city, you would get 25-45% of the tech cost. For cities greater than size 15, you get an ever increasing chance of getting the full tech. For example, for a size 20 city, you would get 25-125% of the tech cost, where anything over 100% would get rounded back to 100%.

Installation:

TechConquest should NOT be installed in your main Civ IV location, as it will overwrite necessary files. Instead, it should be installed at: "My Documents\My Games\Civilization 4".

History:

v0.3
- base tech cost wasn't reflecting modifications from game speed/map size/difficulty level
- altered percentages to give higher tech points for smaller cities
- fixed a bug preventing the popup from displaying
- only techs for which the player has the prerequisites are included in tech list

v0.2
- changed from a flat percentage system to one based on the city size

v0.1
- first release

Bh
 

Attachments

Whoa, sweet idea. I hope this is easy to implement into an existing mod. Great idea to play catch-up or encourage warmongering.
 
I can't say how well it will work with other mods, it would depend on how they are implemented.

It is, however, designed to be extremely easy to implement into other mods, because it uses the inheritance model.

Bh
 
So if I play REALISM MOD and I copy your mod to folders you told us - will this work or not?
 
I don't know - I haven't downloaded the Realism Mod, so I don't know where it puts its files. If it works as a Mod (ie, it puts them in the "Mods" folder), then it should work, as long as the Mod uses inheritance.

But again, I'm just speculating at this point.

Bh
 
hi,
one little question.
is it possible that you add some kind of comment to all your changes like DireAussie do (he add a #RANDOMEVENTSSCREEN comment to all his changes in his "randomevent" mod).
it makes it easier to find all changes in the files and so you can add the new lines (changes) to your own mod whithout missing something - but only a suggestion. (makes it easier for noobs like me ;) )
 
I'll be interested to hear how people find this. 25 to 75 % seems quite a wide range. What was the reasoning behind this? What about 33 to 66 %?

The only reservation I have is if the tech rate goes quickly already won't this just make it worse?

:)
 
I like the feature ... besides it is 'normal' to learn if a city is captured I guess. And about the % range, I don't know what is best. Of course getting 75% scientific points is quite a lot ... maybe it's an idea to having a scientific boost for some turns (as learning to use the tech). This way it is spread a little over time. Then the range is not in percentages but in time (or a combination).
 
GIR said:
hi,
one little question.
is it possible that you add some kind of comment to all your changes like DireAussie do (he add a #RANDOMEVENTSSCREEN comment to all his changes in his "randomevent" mod).
it makes it easier to find all changes in the files and so you can add the new lines (changes) to your own mod whithout missing something - but only a suggestion. (makes it easier for noobs like me ;) )

There's no need to do that if you use the inheritance model, which I do. All of the changes are in a separate file. Adding new options with the inheritance model is simple, you just add the new class, and add the function call. Nothing else is needed.

As for the 'reasoning' behind the 25%-75%, that was simply the original suggestion, so what I went with. What I'll probably do down the line (depending on feedback) is tie the percentage to the size of the city (although still somewhat random, and never granting the full tech).

Bh
 
woodelf said:
Whoa, sweet idea. I hope this is easy to implement into an existing mod. Great idea to play catch-up or encourage warmongering.

You mean warmongering needs to be encouraged? I already thought it was the best strategy in the game.
 
Good idea Bhuiric.. BY the way, aren't you the guy who made the MOO3 fanpatch?
 
great idea, i was asking about this before. hope it works with other mods, cant wait to try it... good point about speeding up an already quick tech tree tho, i play reaslism mod on noble/prince and once in ren. era i usually am big enough not to war till modern and WAAAY ahead in techs as it is. could really encourage early age waring tho. stealing from the pot :P
 
I keep getting this error when I launch the game with this mod installed ... then when the game starts it doesnt have an interface menu ingame lol (while playing the game not the main menu)

error2yk.jpg
 
Back
Top Bottom