Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > Scenario League / Civ2-Creation -Archive > Need Help Limiting Technologies in Scenario
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!

bottom of page
  
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
Jonny Quest is offline Jonny Quest
Settler

Jun 2001
time: 05:14
  Old Post 26-06-2001 21:49
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
Need Help Limiting Technologies in Scenario Support Apolyton, buy Call to Power 2

I searched the board for a few hours last night but couldn't find the answer to my question. If one of you could help me out, I'd really appreciate it.

I'm creating a Rise of Rome scenario that spans several hundre turns. I want to limit the technology to ancient techs because it kind of spoils the feel of the scenario when you're ending it with by assaulting Alexandria with tanks and marines.

I tried editing the middle techs with impossible pre-reqs to make them unresearchable (like making superconductor a pre-req for feudalism) but this caused the application to crash.

I tried editing out the techs by removing their references entirely. This seemed to work but then the huts on the map start giving out late game techs like miniturization and advanced flight and I start seeing aircraft carriers and bombers on the map by the fifth turn of the game.

Is there a simple way to chop the tech tree just short of invention, feudalism and university without making the game go out of whack?

Thanks for your help.

kobayashi is offline kobayashi
Prince
Singapore
Dec 2000
time: 13:14
  Old Post 26-06-2001 21:56
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Support Apolyton or Terrorists Win

I presume you are not trying to redo the tree but just truncate it at a certain point. If any of the tribes cannot trace a path from nil to future tech, the game will crash. The solution is to make the prerequisite of future tech the last tech you want to include.

As for the huts, maybe it is safe to make the prerequisite of units you don't want to NO NO. It is faster to do this by editing the rules.txt physically.

As for the searching bit, you should use the search button and use a key word like CRASH. The trick is to search in the civ-creation forum, not the HS-Scenario League forum. If you did, you would have found some relevant threads including a thread titled

Tech restrictions in Scenbuilding?

Glad to have been of service.

Last edited by kobayashi on 26-06-2001 at 22:13

Eternal is offline Eternal
King
FNORD
May 2000
time: 00:14
  Old Post 27-06-2001 03:13 Visit Eternal's homepage!
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Avatar Enlargement: We've got the solution

Yes I don't know if it's true for all versions, but you can't make a tech a prereq if that tech can only be acquired by the tech it is a prereq for.

What I would do first is change the tech paradigm (either in rules.txt or scenario parameters) to make research take longer, so that you won't get max tech halfway through the scen.

Try changing the middle tech's prereqs to "Plu, nil".
Since Plumbing is already set to "no, no", if that doesn't work you must be using an earlier version to me (I use MGE 2.31 I think). And I'm not sure what to do then, because I haven't made scenarios using the earlier version in a long time .

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:14.
Apolyton Time is 00:14.
    top of page
Rate This Thread:
archivepost
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0283 seconds (83.92% PHP - 16.08% MySQL) with 30 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net