View Full Version : Advanced Tech Trees
Sundjata Keita
05-31-2005, 17:56
For ZTW we are going to try to implement a slightly more advanced tech tree. The plan is for the European factions (and the Zulus if this works) to have four different types of town; military, religious (spreading christianity), economic (resources) and trading (markets etc.) We are hoping this will add more depth because it will allow the player to think what town he is building. Of course it is more productive to have a military town near the enemy, a religious one where people are unhappy, an economic one where there are lots of resources and a trading one for income.
How will it work? Well because there are tech tree lines eg. roads, mines, weapons etc. four of these lines will be deignated to each different type of town with a core building being the starting point of each tech tree line, a church for religious, a war office for military, a market for trading and a mine for economic. Here lies the problem, we only want the town to be one type. So if they build a church the other tech tree lines cut off and they cannot build buildings of the other three.
The question. Is it possible in any way, maybe with scripting to make it that once a player has picked one of these four core buildings the others become unavailable to build? Therefore cutting off the tech tree line for that type. Any suggestions, ideas and solutions are welcome.
Cheers,
Sundjata Keita
Encaitar
06-01-2005, 03:34
You could probably do it (whether with core buildings or regular buildings) using the "and not building_x" conditionals for the building requirements.
e.g. If your four tech-tree buildings are "Building_A, Building_B, Building_C, Building_D", then it might look like this:
Building_A requires factions { zulu, } and not building_present_min_level Building_B and not building_present_min_level Building_C and not building_present_min_level Building_D
Alternatively (and probably more simply), you could use temples. The existing temple buildings seem to be hardcoded such that there can only ever be one line of temples in a settlement. So if you simply rename some temples and give them the stats that you want for the building, that should give you the effect you want.
shifty157
06-01-2005, 04:10
id agree that temples are probably your best choice here.
Sundjata Keita
06-01-2005, 08:31
Well I was thinking of using temples at first but I thought the tech tree wasn't big enough ie. there were not enough temples to fit in all the buildings we need. You see once the core building is built all the new lines of tech have completely different buildings but with temples they all have to be shrine, temple, large temple etc. no matter what God you choose. Also we want to use the temples as temples so we can have basic religion but then more advanced missionary buildings that help weeken opponents.
The first suggestion you made sounds great although I can't write scripts to save my life so I would need some help from someone. This is a bit down the line from here, it won't happen for a while yet though.
Epistolary Richard
06-01-2005, 10:08
That isn't a script, that's just an extra conditional in your export_descr_buildings. Scripts are great, but they can't do everything!
Sundjata Keita
06-01-2005, 19:35
So I just add extra conditionals in? I haven't really explored all this yet, I'm just a modeller. Well that doesn't sound too difficult anyway so I will try that. Thanks for the help guys. ~:cheers:
Sundjata Keita
Encaitar
06-02-2005, 03:29
There are a lot of temple complexes, so you could probably use some for the different tech-tree's base building, and still have enough left over.
You only need the one 'mutually exclusive' building line for each tech-tree, as you can then include a requirement for all the other buildings in that tech-tree that the 'base/core' building is there.
Sundjata Keita
06-02-2005, 08:03
That's what I was planning to do anyway but just use conditionals to make ordinary base level buildings (level 1) needed to build the others and then use temples as temples. I want to leave the temples because the Zulus still need the temples. Thanks
Sundjata Keita
Epistolary Richard
06-02-2005, 09:29
I'm just a modeller.
Hah! The modesty!
There's an example of that type of conditional in this thread (https://forums.totalwar.org/vb/showthread.php?t=39925) especially tommh's second post.
Encaitar
06-02-2005, 09:40
Ah, of course, how silly of me. I understand the problem now. ~:)
Meneldil
06-02-2005, 13:54
I have a similar question : for TSTW mod, we would like to have different kinds of 'governements', to allow each faction to deal with conquered provinces in different ways.
For Successors' factions, I'd like to have 3 kind of 'governements' :
Colonisation (only hellenistic units and buildings)
Rule the city with a leader from your faction (access to some hellenistic and native units, hellenistic buildings)
Let the native rule their land (only native units, access to some native buildings)
How would I make that in a way the AI can handle it ? I've seen a few mods in which the AI never built added buildings.
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