Where are the 'lightbulbing' lists?

It's in Civ4TechnologyInfo.xml, not exactly a list however. There are statements like
Code:
				<Flavor>
					<FlavorType>FLAVOR_RELIGION</FlavorType>
					<iFlavor>2</iFlavor>
				</Flavor>
Higher flavor gives hight priority for thes tech to be popped by the specific type of GP.
 
Yea, me too... But since he asked in Creation & Customization, i somehow assumed Minor Annoyance is looking for the source of it.
 
Ah right, I'm all over the place and forgot that I was replying in the C & C subforum...
 
What I was planning was if you obtained a unit you didn't have the technology to build yourself (first I'd have a way of capturing units) then that unit could 'lightbulb' the prerequisites. It seems to get that too work I'd need to create a <FlavorType> for every unit and then have every technology needed for that unit have that FlavorType. Thats a lof of work. Also the early advances would have dozens of FlavorTypes to cover all the future units that come after that technology. I wonder if I can have a unit with more than one FlavorType? If I could the instead of having early advances with dozens of FlavorTypes I could just have one for each tier of unit and each advance would only have the FlavorType of the next unit to come while the late units would have all the FlavorTypes that lead up to it.
Can anyone point me to where in the SDK the 'lightbulbing' stuff happens? Maybe there's something there that could simplify the process.
 
SDK or Python would be easier / more sensible.
You don't really need new tags - all the information is already there, stored as the units pre-req tech.

I dont know the exact location of my head, but i would expect it to be in CvUnit.cpp.

Another thing to concider would be - how often do you happen to get a unit without the needed tech ? The only way i can think of is gifted units - which does not happen a lot...
 
SDK or Python would be easier / more sensible.
You don't really need new tags - all the information is already there, stored as the units pre-req tech.
But does the game, when looking at the prerequisites, count all the techs leading up to it or just the two before it.
I dont know the exact location of my head, but i would expect it to be in CvUnit.cpp.

Another thing to concider would be - how often do you happen to get a unit without the needed tech ? The only way i can think of is gifted units - which does not happen a lot...

This is all for the MOO2CIV mod which I'll first try to get unit capturing code similar to FfH2's into it. Then I'd have lightbulbing be dismantling the ship and reverse engineering it, like in the original game. It would be better if I could get the promotions on the unit and the tech prerequisites for it to also be on the lightbulbing list.
 
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