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72 Resign
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Post subject: Modding Techs for Civs. Posted: 22 Sep 2018, 08:30 |
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Peasant |
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Joined: 18 Dec 2016, 17:52 Posts: 20
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I was wondering if you could make it possible for a nation to learn the "buildable=n" techs from other nations that they are adjacent to or if they conquer those nations? Ive been working on a scenario for many months now and this kind of addition would help streamline my coding.
I've also been working on making nation trees (Germanic-Ingvaeonic-English) that are sequential like so but are buildable=y and are restricted by eras (Bronze Age-Iron Age-Classical Age techs). I've been trying to use the happiness function to "force" the a.i. to choose between nation techs and go down (Germanic choosing between hirminionic, ingvaeonic, istvaeonic), each level having a smaller happiness decrease modifier (Germanic at -10, Ingvaeonic at -5, English at -3). This doesn't seem to be working so I was wondering if you could make it a possible option in modding techs to have techs that restrict other techs when researched. In conjunction with the above suggestion, I believe this could make for some dynamic gameplay.
What are your thoughts?
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noblemaster
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Post subject: Re: Modding Techs for Civs. Posted: 22 Sep 2018, 14:53 |
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Game Developer |
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Joined: 17 Apr 2005, 02:34 Posts: 8472 Location: Honolulu
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It's not currently possible to transfer technology when conquering. I guess I could do it, but I wonder?
_________________ play: Age of Conquest IV
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