Results 1 to 11 of 11

Thread: Advanced Tech Trees

  1. #1
    The Lion Prince Member Sundjata Keita's Avatar
    Join Date
    Oct 2004
    Location
    England
    Posts
    505

    Default Advanced Tech Trees

    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

  2. #2
    Modder Member Encaitar's Avatar
    Join Date
    Oct 2003
    Location
    Melbourne, Australia
    Posts
    234

    Default Re: Advanced Tech Trees

    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:
    Code:
    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.
    Encaitar Arandur

    Middle-earth: Total War Dev

  3. #3
    Insanity perhaps is inevitable Member shifty157's Avatar
    Join Date
    Jan 2005
    Posts
    1,145

    Default Re: Advanced Tech Trees

    id agree that temples are probably your best choice here.

  4. #4
    The Lion Prince Member Sundjata Keita's Avatar
    Join Date
    Oct 2004
    Location
    England
    Posts
    505

    Default Re: Advanced Tech Trees

    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.

  5. #5

    Default Re: Advanced Tech Trees

    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!
    Epistolary Richard's modding Rules of Cool
    Cool modders make their mods with the :mod command line switch
    If they don't, then Cool mod-users use the Mod Enabler (JSGME)
    Cool modders use show_err
    Cool modders use the tutorials database Cool modders check out the Welcome to the Modding Forums! thread Cool modders keep backups Cool modders help each other out

  6. #6
    The Lion Prince Member Sundjata Keita's Avatar
    Join Date
    Oct 2004
    Location
    England
    Posts
    505

    Default Re: Advanced Tech Trees

    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.

    Sundjata Keita

  7. #7
    Modder Member Encaitar's Avatar
    Join Date
    Oct 2003
    Location
    Melbourne, Australia
    Posts
    234

    Default Re: Advanced Tech Trees

    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.
    Encaitar Arandur

    Middle-earth: Total War Dev

  8. #8
    The Lion Prince Member Sundjata Keita's Avatar
    Join Date
    Oct 2004
    Location
    England
    Posts
    505

    Default Re: Advanced Tech Trees

    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

  9. #9

    Default Re: Advanced Tech Trees

    Quote Originally Posted by Sunjata Keita
    I'm just a modeller.
    Hah! The modesty!

    There's an example of that type of conditional in this thread especially tommh's second post.
    Last edited by Epistolary Richard; 06-02-2005 at 10:52. Reason: dropped tag
    Epistolary Richard's modding Rules of Cool
    Cool modders make their mods with the :mod command line switch
    If they don't, then Cool mod-users use the Mod Enabler (JSGME)
    Cool modders use show_err
    Cool modders use the tutorials database Cool modders check out the Welcome to the Modding Forums! thread Cool modders keep backups Cool modders help each other out

  10. #10
    Modder Member Encaitar's Avatar
    Join Date
    Oct 2003
    Location
    Melbourne, Australia
    Posts
    234

    Default Re: Advanced Tech Trees

    Ah, of course, how silly of me. I understand the problem now.
    Encaitar Arandur

    Middle-earth: Total War Dev

  11. #11
    is not a senior Member Meneldil's Avatar
    Join Date
    Aug 2004
    Location
    France
    Posts
    3,074

    Default Re : Advanced Tech Trees

    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.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO