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Caustic Soda Wrote:I'm not certain I understand what the point of having a dynamic tech tree would be for Civ or FFH. As I understand it, it's relevant for Elemental because it is semi-random what techs you can get, which isn't the case in Civ. Am I missing something here?
I want to expand the functionality FfH added for agnostic civs/leaders into Civilization specific technologies. Getting a dynamic tech tree system in place is an initial step towards this, plus it's just cool ![lol lol](https://www.realmsbeyond.net/forums/images/smilies/lol.gif) .
Right now, I could do it, but the resulting tech tree would be a mess, as I would have to place every technology by hand, and if you didn't have access to a tech, you would still be able to see it (marked red), making it difficult for mod-modders to come by later and add on to the design. Doing it "right" the first time will hopefully save a lot of work later on.
The immediate result for Fall From Heaven should be a smaller tech tree for agnostic civs and leaders by stripping out the religion founding technologies from their trees.
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Sareln Wrote:I want to expand the functionality FfH added for agnostic civs/leaders into Civilization specific technologies. Getting a dynamic tech tree system in place is an initial step towards this, plus it's just cool .
Right now, I could do it, but the resulting tech tree would be a mess, as I would have to place every technology by hand, and if you didn't have access to a tech, you would still be able to see it (marked red), making it difficult for mod-modders to come by later and add on to the design. Doing it "right" the first time will hopefully save a lot of work later on.
The immediate result for Fall From Heaven should be a smaller tech tree for agnostic civs and leaders by stripping out the religion founding technologies from their trees.
Plus it would be really cool to play a game of BtS or FfH with random techs deleted.
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
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@Sareln: That makes sense, having techs you can't research show up is a waste of space.
@Krill: I don't particularly like adding an extra random factor, so that wouldn't be a positive for me. If the option existed to disable random events (like in AC) then I'd probably play with it on every game.
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Just a small note: if possible you probably want some option to swap views between the basic tech tree (with unresearchable stuff for you in red) and your personalised one, since I suspect people will often want to be able to check, say, what options their opponents have.
May 5th, 2011, 16:38
(This post was last modified: May 6th, 2011, 00:54 by Sareln.)
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xenin Wrote:Just a small note: if possible you probably want some option to swap views between the basic tech tree (with unresearchable stuff for you in red) and your personalised one, since I suspect people will often want to be able to check, say, what options their opponents have.
Noted. Marked.
I worked through 2 steps of the algorithm by hand (the authors recommend 24) to make sure I understood what was going on in each step. Here are the results:
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Necroing the Thread. Because I have an Excel Spreadsheet with VBA that does auto-place and route fairly well on the Fall From Heaven (Paring Mod) tech tree
I'll do a writeup on the general process at some point, but for now feel free to play with it. It takes about 2 seconds on my computer to do the whole thing.
Auto Place & Route
Note: The spreadsheet will place techs in ranks based on both AND and OR requirements, but will only rearrange and draw lines for OR requirements.
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