Civ 2: Test of time question regarding limit on adding new units

DaggerDigwillow

Reading: Second World Wars by Victor Davis Hanson
Joined
Dec 8, 2013
Messages
216
So if I want to add new units to the end of a unit in the fantasy version of TOT list how do I go about doing that? Do I just need to add the names units to the units list in the Rules.txt and corresponding sprites/sounds?

Is there a hard limit to how many units I can add?

Thanks for any help anyone can provide
 
The Fantasy scenario has maxed out the number of units in standard ToT. If you want more than the 80, you'll need to install the Test of Time Patch Project available here. If you install the Test of Time Patch project, you'll want to follow the instructions therein to add more units, but it basically comes down to having the appropriate number of additional lines in @Units and @Units_Advanced, (I think sounds as well), and then having an art file with the rows added, and having a line in the new (to ToTPP) in the @Cosmic2 that corresponds to the number you have (I have 189 in the scenario I'm sharing the example from).

Hope this helps!

@COSMIC2
...
NumberOfUnitTypes, 189
NumberofTechs, 253
AICapitalizationLimit, 1200
PlayableDifficulties, 0b100000
 
The Fantasy scenario has maxed out the number of units in standard ToT. If you want more than the 80, you'll need to install the Test of Time Patch Project available here. If you install the Test of Time Patch project, you'll want to follow the instructions therein to add more units, but it basically comes down to having the appropriate number of additional lines in @Units and @Units_Advanced, (I think sounds as well), and then having an art file with the rows added, and having a line in the new (to ToTPP) in the @Cosmic2 that corresponds to the number you have (I have 189 in the scenario I'm sharing the example from).

Hope this helps!

@COSMIC2
...
NumberOfUnitTypes, 189
NumberofTechs, 253
AICapitalizationLimit, 1200
PlayableDifficulties, 0b100000
Yeah, this is actually really helpful. I found out the max for TOT was 80, I think 68 for Gold Edition. I'd given up hope after that but I'm excited to find out that there is a patch to add more. I'm monkeying around with the Midgard scenario. I've used Catfish's installation guide here, which looks like the same patch installation in step 5.

Edit: hmm I don't see a COSMIC2 scenario in the downloads where do I find it?
Update: Ok, I found the Cosmic2 in the Rules under new Scenarios using ToTPP while looking around for this heading.

Edit 2: Is there a limit with the ToTPP for the number of units you can add?
Update 2: Ok so looking at the ToTPP Readme the limit is increased using the patch to 189 instead of 80 as the cap. This modifies the save file extensions. @TheNamelessOne If you are still around (looks like you've been gone since Feb) Would there be a way to increase this further?

Also is there a limit on the character length of names for units?
 
Last edited:
In addition to the questions above, I've also noted that the units I've imported into my game appear faded vs the solid color of the original units. I'm not sure why this is happening and any recommendations to correct it would be appreciated.

faded units.png
 

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Also is there a limit on the character length of names for units?
I am really not sure exactly what it is, but once you go too long you don't get to see it all in many screens. I'm not sure if there is a point where the game breaks or not, aside from cosmetically, however.

Would there be a way to increase this further?
He has commented that he thinks this is it in the past. I was able to get a little more out of it using lua scripts in Hinge of Fate but this is by recycling units that are no longer used (my scenario runs from 1940 - 1945 and several minor civs vanish, so, for example, I had no need for French Char B1 Bis tanks in 1943 and could use the slot for something else). This isn't necessarily "new" (Captain Nemo used it in Red Front), but the way I approached it was as it ensured that any units of such type on the map on turn, say, 27, would change into something appropriate before the unit slot was recycled on turn 28. Thus, it was possible to have a French unit turn into a German unit without the French suddenly having a fleet of 262s or what have you. If you get into lua scripting, take a peek at that scenario for how it is done.

In addition to the questions above, I've also noted that the units I've imported into my game appear faded vs the solid color of the original units. I'm not sure why this is happening and any recommendations to correct it would be appreciated.
So in the @Units_Advanced field that unit is shown as having the invisible until attack flag.

; Advanced unit fields

; A) 'tribe may build' mask: 0 - can't; 1 - can
; B) 'not allowed on map' mask: 1 - not allowed on map
; C) minimum bribe amount: n - minimum bribe; 0 - don't care; -1 - can't bribe
; D) 'build transport site' mask: 1: can; 0: can't for each site type
; E) 'use transport site' mask: 1: can; 0: can't for each site type
; F) native transport ability: 1: can; 0: can't for each map relationship type
; G) General flags
; 00000001 invisible until attack: 1 - invisible
; 00000010 non-disbandable (human players only): 1 - cannot disband
; 00000100 0-range-air-unit damage override: 1 - override damage
; 00001000 barbarian units can't be bought off: 1 - can't buy off
; 00010000 impassable terrain override: 1 - override impassable terrain
; 01000000 barbarian unit will not expire: 1 - no expire
; 10000000 override .SPR file for this unit: 1 - don't use .SPR

; A B C D E F G

@UNITS_ADVANCED
10101101, 00001110, -1, 0000000000000000,0000000000000000,0000000000000000, 11010000 ;Gun Truck

The last zero above - the bolded one, is probably set to "1" on your unit. Or, perhaps you didn't add a line for @Unit_Advanced for that unit and this is a unique consequence?
 
Update 2: Ok so looking at the ToTPP Readme the limit is increased using the patch to 189 instead of 80 as the cap. This modifies the save file extensions. @TheNamelessOne If you are still around (looks like you've been gone since Feb) Would there be a way to increase this further?
I wouldn't make any plans based on an expectation of the unit limit increasing any further. In the game memory, there is 1 byte (256 options) allocated per city for city production. This leaves 67 options for improvements and wonders, which I think is just enough. It may not be impossible to increase the number (city IDs faced a similar issue, and TNO was able to override that), but its not as easy as telling the game to accept a wider range of numbers from the same place in memory, so it may not be worth the trouble for whatever value a scenario receives from having more than 190 unit types.

Lua can offer some tricks for mitigating the limit. @JPetroski already pointed out how it can recycle unit types. In Spanish Civil War v4, @Pablostuka has been working with using the ID numbers of units to differentiate between special units (battleships/generals), even if they all share the same unit type.
 
I am really not sure exactly what it is, but once you go too long you don't get to see it all in many screens. I'm not sure if there is a point where the game breaks or not, aside from cosmetically, however.


He has commented that he thinks this is it in the past. I was able to get a little more out of it using lua scripts in Hinge of Fate but this is by recycling units that are no longer used (my scenario runs from 1940 - 1945 and several minor civs vanish, so, for example, I had no need for French Char B1 Bis tanks in 1943 and could use the slot for something else). This isn't necessarily "new" (Captain Nemo used it in Red Front), but the way I approached it was as it ensured that any units of such type on the map on turn, say, 27, would change into something appropriate before the unit slot was recycled on turn 28. Thus, it was possible to have a French unit turn into a German unit without the French suddenly having a fleet of 262s or what have you. If you get into lua scripting, take a peek at that scenario for how it is done.


So in the @Units_Advanced field that unit is shown as having the invisible until attack flag.

; Advanced unit fields

; A) 'tribe may build' mask: 0 - can't; 1 - can
; B) 'not allowed on map' mask: 1 - not allowed on map
; C) minimum bribe amount: n - minimum bribe; 0 - don't care; -1 - can't bribe
; D) 'build transport site' mask: 1: can; 0: can't for each site type
; E) 'use transport site' mask: 1: can; 0: can't for each site type
; F) native transport ability: 1: can; 0: can't for each map relationship type
; G) General flags
; 00000001 invisible until attack: 1 - invisible
; 00000010 non-disbandable (human players only): 1 - cannot disband
; 00000100 0-range-air-unit damage override: 1 - override damage
; 00001000 barbarian units can't be bought off: 1 - can't buy off
; 00010000 impassable terrain override: 1 - override impassable terrain
; 01000000 barbarian unit will not expire: 1 - no expire
; 10000000 override .SPR file for this unit: 1 - don't use .SPR

; A B C D E F G

@UNITS_ADVANCED
10101101, 00001110, -1, 0000000000000000,0000000000000000,0000000000000000, 11010000 ;Gun Truck

The last zero above - the bolded one, is probably set to "1" on your unit. Or, perhaps you didn't add a line for @Unit_Advanced for that unit and this is a unique consequence?
Thank you for your answers. You were correct on the invisible flag. I found it before I saw your reply. I had copied the Worm in Midgard as the last unit and replicated the properties across all new units prior to individually adjusting them.
I've adjusted all my art for now until I dip my hand later into Sprit adjustments but that will be down the road a ways.

Right now I'm going to be adjusting techs and fitting the units into new technology and then fitting that technology into the tech tree. Any advice you might have on this process would be appreciated. I've mapped out the Midgard tech tree using Twine on my Desktop and MindMap online. I found @JIntegrity had created multiple versions in a PDF but figured I'd do my own homework to be sure it was correct and allow for easier integration when I start inserting techs.
 
I wouldn't make any plans based on an expectation of the unit limit increasing any further. In the game memory, there is 1 byte (256 options) allocated per city for city production. This leaves 67 options for improvements and wonders, which I think is just enough. It may not be impossible to increase the number (city IDs faced a similar issue, and TNO was able to override that), but its not as easy as telling the game to accept a wider range of numbers from the same place in memory, so it may not be worth the trouble for whatever value a scenario receives from having more than 190 unit types.

Lua can offer some tricks for mitigating the limit. @JPetroski already pointed out how it can recycle unit types. In Spanish Civil War v4, @Pablostuka has been working with using the ID numbers of units to differentiate between special units (battleships/generals), even if they all share the same unit type.
On a scale of 1 to 10 with 1 being easiest and ten being hardest how hard is it to learn Lua for someone without any programming experience?
 
On a scale of 1 to 10 with 1 being easiest and ten being hardest how hard is it to learn Lua for someone without any programming experience?

It took me years to get one step above dangerous with it, but @Prof. Garfield has made some excellent resources for it (such as the guide in his signature). I do think if you have no programming experience, you're best off using his template as you build (Hinge of Fate used a version of it). People are very happy to help once you take the initial lessons if you have specific questions.
 
Also is there a limit on the character length of names for units?
Hi! I'm on holidays but next week when I'm back I'll give you the answer, since in my scenario I reached the maximum viable character limits in unit names. Some don't appear well in the civilopedia but it's a minor issue I can live with.
 
I I do think if you have no programming experience, you're best off using his template as you build (Hinge of Fate used a version of it).
And even when you're a seasoned programmer! Why reinvent the wheel and rewrite something that it's already done instead of spending that precious time in new features? In IT we always import libraries and modules and use frameworks done by someone else which make our life easier, so we can focus in the business requirement at hand. @Prof. Garfield 's Lua Standard Template is, in my humble opinion, the way to go regardless of your Lua/programming experience
 
@Pablostuka @JPetroski

Thanks guys I appreciate the advice and the help.
As far as the Tech goes the ToTPP states, "To use techs with index 100 (old techs have indexes 0-99) or greater as prerequisites, their abbrevations are X64 .. XFC ("X" + their index in hex)."
I won't even pretend to have a clue as to what that means. If you guys can shed light on it and how I can get a listing of those numbers I'd appreciate it. In the meantime, I'm going to look through some scenarios and see if I can scavage someone else who has already figured it out.
 
Luaa can offer some tricks for mitigating the limit. @JPetroski already pointed out how it can recycle unit types. In Spanish Civil War v4, @Pablostuka has been working with using the ID numbers of units to differentiate between special units (battleships/generals), even if they all share the same unit type.
Exactly, if you want more info I'm happy to help. Basically for ships I have a unit type (a unit slot) for the generic class, but playing around with the specific unit ID, I can build specific events and stuff for specific ships. So in a WW2 scenario you can have a single unit slot for the Japanese Yamato class battleship but have specific events, unit stats (by overriding their default values on initiating combat), etc for Yamato and Musashi. With Lua you can do wonders never thought before, so you can always free extra unit slots as long as you don't mind them looking exactly the same graphically.
 
@Pablostuka @JPetroski

Thanks guys I appreciate the advice and the help.
As far as the Tech goes the ToTPP states, "To use techs with index 100 (old techs have indexes 0-99) or greater as prerequisites, their abbrevations are X64 .. XFC ("X" + their index in hex)."
I won't even pretend to have a clue as to what that means. If you guys can shed light on it and how I can get a listing of those numbers I'd appreciate it. In the meantime, I'm going to look through some scenarios and see if I can scavage someone else who has already figured it out.
In the TOTPP guide this is well explained and a template for all the extra techs with their codes is already included. I only copy-pasted directly into my Rules.txt file and then changed the names.
 
In the TOTPP guide this is well explained and a template for all the extra techs with their codes is already included. I only copy-pasted directly into my Rules.txt file and then changed the names.
Then you need to add them to @CIVILIZE2...when I'm back home I can share my file if you still haven't figured it out
 
I won't even pretend to have a clue as to what that means. If you guys can shed light on it and how I can get a listing of those numbers I'd appreciate it. In the meantime, I'm going to look through some scenarios and see if I can scavage someone else who has already figured it out.

Somewhere in these forums you'll find a blank set but I don't know where. Here's one for Cold War II (in development) that works at least. Just copy and paste it (you'll need to clean up the ones I utilized, of course, but you can at least have the appropriate abbreviations.

Spoiler :


Main Battle Tank I, 3, 0, X1, nil, 0, 2 ; X64 100
Main Battle Tank II, 3, 0, X2, X64, 0, 2 ; X65 101
Main Battle Tank III, 3, 0, X3, X65, 0, 2 ; X66 102
Main Battle Tank IV, 3, 0, X5, X66, 0, 2 ; X67 103
Jet Fighters I, 3, 0, X1, nil, 0, 1 ; X68 104
Jet Fighters II, 3, 0, X2, X68, 0, 1 ; X69 105
Jet Fighters III, 3, 0, X2, X69, 0, 1 ; X6A 106
Jet Fighters IV, 3, 0, X3, X6A, 0, 1 ; X6B 107
Jet Fighters V, 3, 0, X4, X6B, 0, 1 ; X6C 108
Jet Fighters VI, 3, 0, X4, X6C, 0, 1 ; X6D 109
Jet Fighters VII, 3, 0, X5, X6D, 0, 1 ; X6E 110
Attack Aircraft I, 3, 0, X1, nil, 0, 1 ; X6F 111
Attack Aircraft II, 3, 0, X2, X6F, 0, 1 ; X70 112
Attack Aircraft III, 3, 0, X3, X70, 0, 1 ; X71 113
Attack Aircraft IV, 3, 0, X4, X71, 0, 1 ; X72 114
Close Air Support, 3, 0, X4, X72, 0, 1 ; X73 115
Strategic Bombers I, 3, 0, X1, nil, 0, 1 ; X74 116
Strategic Bombers II, 3, 0, X2, X74, 0, 1 ; X75 117
Strategic Bombers III,3, 0, X2, X75, 0, 1 ; X76 118
Strategic Bombers IV, 3, 0, X4, X76, 0, 1 ; X77 119
Naval Air I, 3, 0, X1, nil, 0, 1 ; X78 120
Naval Air II, 3, 0, X2, X78, 0, 1 ; X79 121
Naval Air III, 3, 0, X2, X79, 0, 1 ; X7A 122
Naval Air IV, 3, 0, X3, X7A, 0, 1 ; X7B 123
Naval Air V, 3, 0, X4, X7B, 0, 1 ; X7C 124
Attack Helicopter I, 3, 0, X3, nil, 0, 1 ; X7D 125
Attack Helicopter I, 3, 0, X4, X7D, 0, 1 ; X7E 126
Attack Helicopter III,3, 0, X5, X7E, 0, 1 ; X7F 127
Stealth Aircraft, 3, 0, X5, X77, 0, 1 ; X80 128
Mobile Artillery, 3, 0, X3, nil, 0, 2 ; X81 129
IFV, 3, 0, X66, nil, 0, 2 ; X82 130
Missile Tech I, 3, 0, X2, nil, 0, 3 ; X83 131
Missile Tech II, 3, 0, X3, X83, 0, 3 ; X84 132
Missile Tech III, 3, 0, X4, X84, 0, 3 ; X85 133
Blue Water Navy, 3, 0, nil, nil, 0, 0 ; X86 134
Missile Frigates, 3, 0, X86, X83, 0, 0 ; X87 135
Missile Destroyers, 3, 0, X87, X84, 0, 0 ; X88 136
Helicopter Cruisers, 3, 0, X86, X7D, 0, 0 ; X89 137
NP Missile Cruisers, 3, 0, X88, NP, 0, 0 ; X8A 138
Improved SSN, 3, 0, NP, X3, 0, 0 ; X8B 139
Advanced SSN, 3, 0, X8B, X4, 0, 0 ; X8C 140
Early SSBN, 3, 0, X8B, X6, 0, 0 ; X8D 141
Late SSBN, 3, 0, X8D, X5, 0, 0 ; X8E 142
Kirov Class BC, 3, 0, X8A, nil, 0, 0 ; X8F 143
Ticonderoga Class CGN,3, 0, X8A, nil, 0, 0 ; X90 144
Nuclear Program, 3, 0, U1, Uni, 0, 4 ; X91 145
Nuclear Reactors, 3, 0, X91, nil, 0, 4 ; X92 146
Hydrogen Bomb, 3, 0, X92, nil, 0, 4 ; X93 147
Deterrence Theory, 3, 0, X93, nil, 0, 4 ; X94 148
Tech With ID 149, 3, 0, no, no, 0, 0 ; X95 149
Tech With ID 150, 3, 0, no, no, 0, 0 ; X96 150
Tech With ID 151, 3, 0, no, no, 0, 0 ; X97 151
Tech With ID 152, 3, 0, no, no, 0, 0 ; X98 152
Tech With ID 153, 3, 0, no, no, 0, 0 ; X99 153
Tech With ID 154, 3, 0, no, no, 0, 0 ; X9A 154
Tech With ID 155, 3, 0, no, no, 0, 0 ; X9B 155
Tech With ID 156, 3, 0, no, no, 0, 0 ; X9C 156
Tech With ID 157, 3, 0, no, no, 0, 0 ; X9D 157
Tech With ID 158, 3, 0, no, no, 0, 0 ; X9E 158
Tech With ID 159, 3, 0, no, no, 0, 0 ; X9F 159
Tech With ID 160, 3, 0, no, no, 0, 0 ; XA0 160
Tech With ID 161, 3, 0, no, no, 0, 0 ; XA1 161
Tech With ID 162, 3, 0, no, no, 0, 0 ; XA2 162
Tech With ID 163, 3, 0, no, no, 0, 0 ; XA3 163
Tech With ID 164, 3, 0, no, no, 0, 0 ; XA4 164
Tech With ID 165, 3, 0, no, no, 0, 0 ; XA5 165
Tech With ID 166, 3, 0, no, no, 0, 0 ; XA6 166
Tech With ID 167, 3, 0, no, no, 0, 0 ; XA7 167
Tech With ID 168, 3, 0, no, no, 0, 0 ; XA8 168
Tech With ID 169, 3, 0, no, no, 0, 0 ; XA9 169
Tech With ID 170, 3, 0, no, no, 0, 0 ; XAA 170
Tech With ID 171, 3, 0, no, no, 0, 0 ; XAB 171
Tech With ID 172, 3, 0, no, no, 0, 0 ; XAC 172
Tech With ID 173, 3, 0, no, no, 0, 0 ; XAD 173
Tech With ID 174, 3, 0, no, no, 0, 0 ; XAE 174
Tech With ID 175, 3, 0, no, no, 0, 0 ; XAF 175
Tech With ID 176, 3, 0, no, no, 0, 0 ; XB0 176
Tech With ID 177, 3, 0, no, no, 0, 0 ; XB1 177
Tech With ID 178, 3, 0, no, no, 0, 0 ; XB2 178
Tech With ID 179, 3, 0, no, no, 0, 0 ; XB3 179
Tech With ID 180, 3, 0, no, no, 0, 0 ; XB4 180
Tech With ID 181, 3, 0, no, no, 0, 0 ; XB5 181
Tech With ID 182, 3, 0, no, no, 0, 0 ; XB6 182
Tech With ID 183, 3, 0, no, no, 0, 0 ; XB7 183
Tech With ID 184, 3, 0, no, no, 0, 0 ; XB8 184
Tech With ID 185, 3, 0, no, no, 0, 0 ; XB9 185
Tech With ID 186, 3, 0, no, no, 0, 0 ; XBA 186
Tech With ID 187, 3, 0, no, no, 0, 0 ; XBB 187
Tech With ID 188, 3, 0, no, no, 0, 0 ; XBC 188
Tech With ID 189, 3, 0, no, no, 0, 0 ; XBD 189
Tech With ID 190, 3, 0, no, no, 0, 0 ; XBE 190
Tech With ID 191, 3, 0, no, no, 0, 0 ; XBF 191
Tech With ID 192, 3, 0, no, no, 0, 0 ; XC0 192
Tech With ID 193, 3, 0, no, no, 0, 0 ; XC1 193
Tech With ID 194, 3, 0, no, no, 0, 0 ; XC2 194
Tech With ID 195, 3, 0, no, no, 0, 0 ; XC3 195
Tech With ID 196, 3, 0, no, no, 0, 0 ; XC4 196
Tech With ID 197, 3, 0, no, no, 0, 0 ; XC5 197
Tech With ID 198, 3, 0, no, no, 0, 0 ; XC6 198
Tech With ID 199, 3, 0, no, no, 0, 0 ; XC7 199
Tech With ID 200, 3, 0, no, no, 0, 0 ; XC8 200
Tech With ID 201, 3, 0, no, no, 0, 0 ; XC9 201
Tech With ID 202, 3, 0, no, no, 0, 0 ; XCA 202
Tech With ID 203, 3, 0, no, no, 0, 0 ; XCB 203
Tech With ID 204, 3, 0, no, no, 0, 0 ; XCC 204
Tech With ID 205, 3, 0, no, no, 0, 0 ; XCD 205
Tech With ID 206, 3, 0, no, no, 0, 0 ; XCE 206
Tech With ID 207, 3, 0, no, no, 0, 0 ; XCF 207
Tech With ID 208, 3, 0, no, no, 0, 0 ; XD0 208
Tech With ID 209, 3, 0, no, no, 0, 0 ; XD1 209
Tech With ID 210, 3, 0, no, no, 0, 0 ; XD2 210
Tech With ID 211, 3, 0, no, no, 0, 0 ; XD3 211
Tech With ID 212, 3, 0, no, no, 0, 0 ; XD4 212
Tech With ID 213, 3, 0, no, no, 0, 0 ; XD5 213
Tech With ID 214, 3, 0, no, no, 0, 0 ; XD6 214
Tech With ID 215, 3, 0, no, no, 0, 0 ; XD7 215
Tech With ID 216, 3, 0, no, no, 0, 0 ; XD8 216
Tech With ID 217, 3, 0, no, no, 0, 0 ; XD9 217
Tech With ID 218, 3, 0, no, no, 0, 0 ; XDA 218
Tech With ID 219, 3, 0, no, no, 0, 0 ; XDB 219
Tech With ID 220, 3, 0, no, no, 0, 0 ; XDC 220
Tech With ID 221, 3, 0, no, no, 0, 0 ; XDD 221
Tech With ID 222, 3, 0, no, no, 0, 0 ; XDE 222
Tech With ID 223, 3, 0, no, no, 0, 0 ; XDF 223
Tech With ID 224, 3, 0, no, no, 0, 0 ; XE0 224
Tech With ID 225, 3, 0, no, no, 0, 0 ; XE1 225
Tech With ID 226, 3, 0, no, no, 0, 0 ; XE2 226
Tech With ID 227, 3, 0, no, no, 0, 0 ; XE3 227
Tech With ID 228, 3, 0, no, no, 0, 0 ; XE4 228
Tech With ID 229, 3, 0, no, no, 0, 0 ; XE5 229
Tech With ID 230, 3, 0, no, no, 0, 0 ; XE6 230
Tech With ID 231, 3, 0, no, no, 0, 0 ; XE7 231
Tech With ID 232, 3, 0, no, no, 0, 0 ; XE8 232
Tech With ID 233, 3, 0, no, no, 0, 0 ; XE9 233
Tech With ID 234, 3, 0, no, no, 0, 0 ; XEA 234
Tech With ID 235, 3, 0, no, no, 0, 0 ; XEB 235
Tech With ID 236, 3, 0, no, no, 0, 0 ; XEC 236
Tech With ID 237, 3, 0, no, no, 0, 0 ; XED 237
Tech With ID 238, 3, 0, no, no, 0, 0 ; XEE 238
Tech With ID 239, 3, 0, no, no, 0, 0 ; XEF 239
Tech With ID 240, 3, 0, no, no, 0, 0 ; XF0 240
Tech With ID 241, 3, 0, no, no, 0, 0 ; XF1 241
Tech With ID 242, 3, 0, no, no, 0, 0 ; XF2 242
Tech With ID 243, 3, 0, no, no, 0, 0 ; XF3 243
Tech With ID 244, 3, 0, no, no, 0, 0 ; XF4 244
Tech With ID 245, 3, 0, no, no, 0, 0 ; XF5 245
Tech With ID 246, 3, 0, no, no, 0, 0 ; XF6 246
Tech With ID 247, 3, 0, no, no, 0, 0 ; XF7 247
Tech With ID 248, 3, 0, no, no, 0, 0 ; XF8 248
Tech With ID 249, 3, 0, no, no, 0, 0 ; XF9 249
Tech With ID 250, 3, 0, no, no, 0, 0 ; XFA 250
Tech With ID 251, 3, 0, no, no, 0, 0 ; XFB 251
Tech With ID 252, 3, 0, no, no, 0, 0 ; XFC 252
[/QUOTE]

 
Thanks again, I looked in several scenarios to see if they had examples, I went through the readme, and the rules, even downloaded the ToTPP again, and searched through the files. I started going through the forums and looking for it as well.
I'll copy and paste this over to my rules document.
 
Somewhere in these forums you'll find a blank set but I don't know where. Here's one for Cold War II (in development) that works at least. Just copy and paste it (you'll need to clean up the ones I utilized, of course, but you can at least have the appropriate abbreviations.

Spoiler :


Main Battle Tank I, 3, 0, X1, nil, 0, 2 ; X64 100
Main Battle Tank II, 3, 0, X2, X64, 0, 2 ; X65 101
Main Battle Tank III, 3, 0, X3, X65, 0, 2 ; X66 102
Main Battle Tank IV, 3, 0, X5, X66, 0, 2 ; X67 103
Jet Fighters I, 3, 0, X1, nil, 0, 1 ; X68 104
Jet Fighters II, 3, 0, X2, X68, 0, 1 ; X69 105
Jet Fighters III, 3, 0, X2, X69, 0, 1 ; X6A 106
Jet Fighters IV, 3, 0, X3, X6A, 0, 1 ; X6B 107
Jet Fighters V, 3, 0, X4, X6B, 0, 1 ; X6C 108
Jet Fighters VI, 3, 0, X4, X6C, 0, 1 ; X6D 109
Jet Fighters VII, 3, 0, X5, X6D, 0, 1 ; X6E 110
Attack Aircraft I, 3, 0, X1, nil, 0, 1 ; X6F 111
Attack Aircraft II, 3, 0, X2, X6F, 0, 1 ; X70 112
Attack Aircraft III, 3, 0, X3, X70, 0, 1 ; X71 113
Attack Aircraft IV, 3, 0, X4, X71, 0, 1 ; X72 114
Close Air Support, 3, 0, X4, X72, 0, 1 ; X73 115
Strategic Bombers I, 3, 0, X1, nil, 0, 1 ; X74 116
Strategic Bombers II, 3, 0, X2, X74, 0, 1 ; X75 117
Strategic Bombers III,3, 0, X2, X75, 0, 1 ; X76 118
Strategic Bombers IV, 3, 0, X4, X76, 0, 1 ; X77 119
Naval Air I, 3, 0, X1, nil, 0, 1 ; X78 120
Naval Air II, 3, 0, X2, X78, 0, 1 ; X79 121
Naval Air III, 3, 0, X2, X79, 0, 1 ; X7A 122
Naval Air IV, 3, 0, X3, X7A, 0, 1 ; X7B 123
Naval Air V, 3, 0, X4, X7B, 0, 1 ; X7C 124
Attack Helicopter I, 3, 0, X3, nil, 0, 1 ; X7D 125
Attack Helicopter I, 3, 0, X4, X7D, 0, 1 ; X7E 126
Attack Helicopter III,3, 0, X5, X7E, 0, 1 ; X7F 127
Stealth Aircraft, 3, 0, X5, X77, 0, 1 ; X80 128
Mobile Artillery, 3, 0, X3, nil, 0, 2 ; X81 129
IFV, 3, 0, X66, nil, 0, 2 ; X82 130
Missile Tech I, 3, 0, X2, nil, 0, 3 ; X83 131
Missile Tech II, 3, 0, X3, X83, 0, 3 ; X84 132
Missile Tech III, 3, 0, X4, X84, 0, 3 ; X85 133
Blue Water Navy, 3, 0, nil, nil, 0, 0 ; X86 134
Missile Frigates, 3, 0, X86, X83, 0, 0 ; X87 135
Missile Destroyers, 3, 0, X87, X84, 0, 0 ; X88 136
Helicopter Cruisers, 3, 0, X86, X7D, 0, 0 ; X89 137
NP Missile Cruisers, 3, 0, X88, NP, 0, 0 ; X8A 138
Improved SSN, 3, 0, NP, X3, 0, 0 ; X8B 139
Advanced SSN, 3, 0, X8B, X4, 0, 0 ; X8C 140
Early SSBN, 3, 0, X8B, X6, 0, 0 ; X8D 141
Late SSBN, 3, 0, X8D, X5, 0, 0 ; X8E 142
Kirov Class BC, 3, 0, X8A, nil, 0, 0 ; X8F 143
Ticonderoga Class CGN,3, 0, X8A, nil, 0, 0 ; X90 144
Nuclear Program, 3, 0, U1, Uni, 0, 4 ; X91 145
Nuclear Reactors, 3, 0, X91, nil, 0, 4 ; X92 146
Hydrogen Bomb, 3, 0, X92, nil, 0, 4 ; X93 147
Deterrence Theory, 3, 0, X93, nil, 0, 4 ; X94 148
Tech With ID 149, 3, 0, no, no, 0, 0 ; X95 149
Tech With ID 150, 3, 0, no, no, 0, 0 ; X96 150
Tech With ID 151, 3, 0, no, no, 0, 0 ; X97 151
Tech With ID 152, 3, 0, no, no, 0, 0 ; X98 152
Tech With ID 153, 3, 0, no, no, 0, 0 ; X99 153
Tech With ID 154, 3, 0, no, no, 0, 0 ; X9A 154
Tech With ID 155, 3, 0, no, no, 0, 0 ; X9B 155
Tech With ID 156, 3, 0, no, no, 0, 0 ; X9C 156
Tech With ID 157, 3, 0, no, no, 0, 0 ; X9D 157
Tech With ID 158, 3, 0, no, no, 0, 0 ; X9E 158
Tech With ID 159, 3, 0, no, no, 0, 0 ; X9F 159
Tech With ID 160, 3, 0, no, no, 0, 0 ; XA0 160
Tech With ID 161, 3, 0, no, no, 0, 0 ; XA1 161
Tech With ID 162, 3, 0, no, no, 0, 0 ; XA2 162
Tech With ID 163, 3, 0, no, no, 0, 0 ; XA3 163
Tech With ID 164, 3, 0, no, no, 0, 0 ; XA4 164
Tech With ID 165, 3, 0, no, no, 0, 0 ; XA5 165
Tech With ID 166, 3, 0, no, no, 0, 0 ; XA6 166
Tech With ID 167, 3, 0, no, no, 0, 0 ; XA7 167
Tech With ID 168, 3, 0, no, no, 0, 0 ; XA8 168
Tech With ID 169, 3, 0, no, no, 0, 0 ; XA9 169
Tech With ID 170, 3, 0, no, no, 0, 0 ; XAA 170
Tech With ID 171, 3, 0, no, no, 0, 0 ; XAB 171
Tech With ID 172, 3, 0, no, no, 0, 0 ; XAC 172
Tech With ID 173, 3, 0, no, no, 0, 0 ; XAD 173
Tech With ID 174, 3, 0, no, no, 0, 0 ; XAE 174
Tech With ID 175, 3, 0, no, no, 0, 0 ; XAF 175
Tech With ID 176, 3, 0, no, no, 0, 0 ; XB0 176
Tech With ID 177, 3, 0, no, no, 0, 0 ; XB1 177
Tech With ID 178, 3, 0, no, no, 0, 0 ; XB2 178
Tech With ID 179, 3, 0, no, no, 0, 0 ; XB3 179
Tech With ID 180, 3, 0, no, no, 0, 0 ; XB4 180
Tech With ID 181, 3, 0, no, no, 0, 0 ; XB5 181
Tech With ID 182, 3, 0, no, no, 0, 0 ; XB6 182
Tech With ID 183, 3, 0, no, no, 0, 0 ; XB7 183
Tech With ID 184, 3, 0, no, no, 0, 0 ; XB8 184
Tech With ID 185, 3, 0, no, no, 0, 0 ; XB9 185
Tech With ID 186, 3, 0, no, no, 0, 0 ; XBA 186
Tech With ID 187, 3, 0, no, no, 0, 0 ; XBB 187
Tech With ID 188, 3, 0, no, no, 0, 0 ; XBC 188
Tech With ID 189, 3, 0, no, no, 0, 0 ; XBD 189
Tech With ID 190, 3, 0, no, no, 0, 0 ; XBE 190
Tech With ID 191, 3, 0, no, no, 0, 0 ; XBF 191
Tech With ID 192, 3, 0, no, no, 0, 0 ; XC0 192
Tech With ID 193, 3, 0, no, no, 0, 0 ; XC1 193
Tech With ID 194, 3, 0, no, no, 0, 0 ; XC2 194
Tech With ID 195, 3, 0, no, no, 0, 0 ; XC3 195
Tech With ID 196, 3, 0, no, no, 0, 0 ; XC4 196
Tech With ID 197, 3, 0, no, no, 0, 0 ; XC5 197
Tech With ID 198, 3, 0, no, no, 0, 0 ; XC6 198
Tech With ID 199, 3, 0, no, no, 0, 0 ; XC7 199
Tech With ID 200, 3, 0, no, no, 0, 0 ; XC8 200
Tech With ID 201, 3, 0, no, no, 0, 0 ; XC9 201
Tech With ID 202, 3, 0, no, no, 0, 0 ; XCA 202
Tech With ID 203, 3, 0, no, no, 0, 0 ; XCB 203
Tech With ID 204, 3, 0, no, no, 0, 0 ; XCC 204
Tech With ID 205, 3, 0, no, no, 0, 0 ; XCD 205
Tech With ID 206, 3, 0, no, no, 0, 0 ; XCE 206
Tech With ID 207, 3, 0, no, no, 0, 0 ; XCF 207
Tech With ID 208, 3, 0, no, no, 0, 0 ; XD0 208
Tech With ID 209, 3, 0, no, no, 0, 0 ; XD1 209
Tech With ID 210, 3, 0, no, no, 0, 0 ; XD2 210
Tech With ID 211, 3, 0, no, no, 0, 0 ; XD3 211
Tech With ID 212, 3, 0, no, no, 0, 0 ; XD4 212
Tech With ID 213, 3, 0, no, no, 0, 0 ; XD5 213
Tech With ID 214, 3, 0, no, no, 0, 0 ; XD6 214
Tech With ID 215, 3, 0, no, no, 0, 0 ; XD7 215
Tech With ID 216, 3, 0, no, no, 0, 0 ; XD8 216
Tech With ID 217, 3, 0, no, no, 0, 0 ; XD9 217
Tech With ID 218, 3, 0, no, no, 0, 0 ; XDA 218
Tech With ID 219, 3, 0, no, no, 0, 0 ; XDB 219
Tech With ID 220, 3, 0, no, no, 0, 0 ; XDC 220
Tech With ID 221, 3, 0, no, no, 0, 0 ; XDD 221
Tech With ID 222, 3, 0, no, no, 0, 0 ; XDE 222
Tech With ID 223, 3, 0, no, no, 0, 0 ; XDF 223
Tech With ID 224, 3, 0, no, no, 0, 0 ; XE0 224
Tech With ID 225, 3, 0, no, no, 0, 0 ; XE1 225
Tech With ID 226, 3, 0, no, no, 0, 0 ; XE2 226
Tech With ID 227, 3, 0, no, no, 0, 0 ; XE3 227
Tech With ID 228, 3, 0, no, no, 0, 0 ; XE4 228
Tech With ID 229, 3, 0, no, no, 0, 0 ; XE5 229
Tech With ID 230, 3, 0, no, no, 0, 0 ; XE6 230
Tech With ID 231, 3, 0, no, no, 0, 0 ; XE7 231
Tech With ID 232, 3, 0, no, no, 0, 0 ; XE8 232
Tech With ID 233, 3, 0, no, no, 0, 0 ; XE9 233
Tech With ID 234, 3, 0, no, no, 0, 0 ; XEA 234
Tech With ID 235, 3, 0, no, no, 0, 0 ; XEB 235
Tech With ID 236, 3, 0, no, no, 0, 0 ; XEC 236
Tech With ID 237, 3, 0, no, no, 0, 0 ; XED 237
Tech With ID 238, 3, 0, no, no, 0, 0 ; XEE 238
Tech With ID 239, 3, 0, no, no, 0, 0 ; XEF 239
Tech With ID 240, 3, 0, no, no, 0, 0 ; XF0 240
Tech With ID 241, 3, 0, no, no, 0, 0 ; XF1 241
Tech With ID 242, 3, 0, no, no, 0, 0 ; XF2 242
Tech With ID 243, 3, 0, no, no, 0, 0 ; XF3 243
Tech With ID 244, 3, 0, no, no, 0, 0 ; XF4 244
Tech With ID 245, 3, 0, no, no, 0, 0 ; XF5 245
Tech With ID 246, 3, 0, no, no, 0, 0 ; XF6 246
Tech With ID 247, 3, 0, no, no, 0, 0 ; XF7 247
Tech With ID 248, 3, 0, no, no, 0, 0 ; XF8 248
Tech With ID 249, 3, 0, no, no, 0, 0 ; XF9 249
Tech With ID 250, 3, 0, no, no, 0, 0 ; XFA 250
Tech With ID 251, 3, 0, no, no, 0, 0 ; XFB 251
Tech With ID 252, 3, 0, no, no, 0, 0 ; XFC 252
Spoiler :



[/QUOTE]
Running into an issue with the Tech Tree. On the Midgard Scenario Ally with Frost Giants is the 100 tech so I deleted the first line and then place the rest of them under @CIVILIZE2 right below the other Techs so it looks like this

Ally w Frost Giants,3, 0, nil, nil, 1, 2 ; X7 100


@CIVILIZE2
Foreign Exchange,3, 0, Ind, Eco, 1, 2 ; X8 ; X65 101
International Trade,3, 0, Cmn, X65, 1, 2 ; X66 102
Advanced Economics,3, 0, X66, Cor, 1, 2 ; X67 103

Followed by the rest of the techs down to 252. The game shows none of the techs and Ally with Frost Giant, Dwarves, and Dragon Lore are all available now to research at the start of the game and I'm not sure why.
 
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Ok, so still not sure where to place @Civilize2 in the rules file but placing them right after the standard techs allows me to use them where they show up in the tech tree up until Tech 212 at that point the tech tree stops showing new techs and when I click on goal in the tech tree the game CTD.

I don't see any issues with the tech lines in the rules and using blank techs with nil place holders results in the same issue.
 
Ok, so still not sure where to place @Civilize2 in the rules file but placing them right after the standard techs

@Civilize2 is already in the rules file - you don't need to create a new one and if you do who knows what may happen.

Here's a rules file with the extra techs that works that you can compare against your own to see what issues you may have. Sorry I'm at work. If you can't figure it out, if you post yours I can take a look later.
 

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