Time frame ending?

Lord Ben

Warlord
Joined
May 8, 2008
Messages
132
What's the best way to cut off the advancing of the timeline? I wanted to make one that ends in a WWI style trench warfare, or Napoelon era musketry and cavalry type tech's or whatever.

I mean there is a starting timeframe, can't we end it with the same ease?
 
Modify the techs to cost a ton of beakers (Or possibly -1, not sure if that would work).
That's the only way I think.
 
Moderator Action: Moved to Creation and Customization.

There have been a lot of these threads recently, so it must be popular to want the game to end before modern times. Most people seem to want to limit techs to Renaissance era and earlier. Anyway, perhaps someone in this forum knows of a mod or an easy way you can accomplish this. In any case, the thread will get better advice here than in General Discussions.
 
The best way, and way easyer then bDisabling all the techs, is to add a couple lines in a python file.

Copy /Assets/Python/CvGameUtils.py to your mod directory.

Open the file and find this method.
Code:
	def cannotResearch(self,argsList):
		ePlayer = argsList[0]
		eTech = argsList[1]
		bTrade = argsList[2]
		return False

And make it look like this.
Code:
	def cannotResearch(self,argsList):
		ePlayer = argsList[0]
		eTech = argsList[1]
		bTrade = argsList[2]
		# < JLimitedEra Mod Start >
		pInfoTech = 
		iEraTech = pInfoTech
		if (gc.getTechInfo(eTech).getEra() > gc.getInfoTypeForString("ERA_MEDIEVAL")):
                        return True
		# < JLimitedEra Mod End >
		return False

Just change ERA_MEDIEVAL to what ever era you want to disable research past.

You will also have to copy the /Assets/XML/PythonCallbackDefines.xml file to your mod and enable the USE_CANNOT_RESEARCH_CALLBACK option.
 
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