"Unresearchable" techs in scenarios

Heraclius

Chieftain
Joined
Apr 7, 2003
Messages
15
Location
Boston, Mass.
I have a technical question with regard to certain scenarios I've played. In a nutshell, they don't let me research certain technologies, even when I have the prerequisite techs (as per rules.txt), and even when I've researched all the other techs, and try to save the "elusive" techs for last. When I try to get all the techs thru research in these scenarios, eventually the game will terminate abnormally--can't find new techs to research, and no Future tech. I have Civ II MGE version 5.4 (Patch 3). I would be most grateful for any tips on how to correct this minor technical difficulty.

Heraclius
 
Ok [Sir], [As I mentioned before] It's a deity thing. Research something else. Often you aren't allowed access to certain technologies even though you have the prereqs.

{I have edited this entry to remind all forum members that the moderator does take notice of what is written here. Let's be friendly with anyone new to the forum while at the same time respectful to veterans who have been in the forums forever. Here, DIPLOMACY is the best policy, not armor.}
 
I'm not at all sure what you mean.

If a tech tree doesn't have a future tech at the end of it, the scenario will crash every time.

The only way that I know of to prevent researching a given technology is to make it a "no,no" tech.

Clarify?
 
I am with boco and Kobayashi on this. It would help to have a sav file to view and the scenario link, but changing the the prerequisite of the future tech to nil will probably suffice (I'm not sure about the tech structure you are working with. It may create the ability to research future tech earlier in the game than expected).

I would also like to see the rules.txt for the scenario to examine the structure. Some techs such as in a Civil War or Star Trek scenario would be set to only certain players (tribes) without the expectation of their research.

Anyway, those were a few thoughts.

John
 
I have just realized what the problem with the "unresearchable" tech. Although I had its prereq techs, one of them had, as its own prereqs, "no, no". I took a page out of Kobayashi's book, and created a tech called "never" ("no, nil"), and put it in the "The Laser" slot in rules.txt. Then I took the problematic "no, no" tech and changed its prereqs to "Las, no". I could then research its "children" in the tech tree. Kobayashi, you know your stuff!

I wonder why "never" has to be "no, nil" instead of "no, no". I did, by the way, read that Web page on FW's problem with once-removed "no, no" techs. What happens if you make "never" "nil, no" instead? Or is it something complicated, hard-wired into Civ II's code?

Anyway, thank you for your attention to this matter. Also, thank you, Mr. Valdez for attending to the indiscretion of (name deleted to protect privacy). Please also let me know if I have made any slip-ups with regard to written and unwritten rules here.

In any case, I have come to appreciate the importance of TWICE-removed techs, so that civs can have their own tech trees.

Heraclius
 
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