Help with mod (new tech bugs)

LaularuKyrumo

Chieftain
Joined
Jun 29, 2010
Messages
12
I'm having a weird bug with this new technology I added. I used "The Wheel" to base the new one off of, so I would get all the tags in the right spot. However, for some reason, it always gives all players "The Wheel" by default, and won't ever let you research it. The new tech, Apprenticeship, also replaces the old one in the Tech Tree, but The Wheel still seems to be there. Anybody have any advice on how to fix this?

Technology defined as follows:
Code:
		<TechInfo>
			<Type>TECH_APPRENTICESHIP</Type>
			<Description>Apprenticeship</Description>
			<Civilopedia>TXT_KEY_TECH_APPRENTICESHIP_PEDIA</Civilopedia>
			<Help/>
			<Strategy>This technology allows the construction of Saboteur and Counterspy units. Build them to take espionage to the next level!</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<iAIWeight>0</iAIWeight>
			<iAITradeModifier>0</iAITradeModifier>
			<iCost>600</iCost>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<Era>ERA_MEDIEVAL</Era>
			<FirstFreeUnitClass>NONE</FirstFreeUnitClass>
			<iFeatureProductionModifier>0</iFeatureProductionModifier>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iTradeRoutes>0</iTradeRoutes>
			<iHealth>0</iHealth>
			<iHappiness>0</iHappiness>
			<iFirstFreeTechs>0</iFirstFreeTechs>
			<iAsset>8</iAsset>
			<iPower>4</iPower>
			<bRepeat>0</bRepeat>
			<bTrade>1</bTrade>
			<bDisable>0</bDisable>
			<bGoodyTech>1</bGoodyTech>
			<bExtraWaterSeeFrom>0</bExtraWaterSeeFrom>
			<bMapCentering>0</bMapCentering>
			<bMapVisible>0</bMapVisible>
			<bMapTrading>0</bMapTrading>
			<bTechTrading>0</bTechTrading>
			<bGoldTrading>0</bGoldTrading>
			<bOpenBordersTrading>0</bOpenBordersTrading>
			<bDefensivePactTrading>0</bDefensivePactTrading>
			<bPermanentAllianceTrading>0</bPermanentAllianceTrading>
			<bVassalTrading>0</bVassalTrading>
			<bBridgeBuilding>0</bBridgeBuilding>
			<bIrrigation>0</bIrrigation>
			<bIgnoreIrrigation>0</bIgnoreIrrigation>
			<bWaterWork>0</bWaterWork>
			<iGridX>1</iGridX>
			<iGridY>3</iGridY>
			<DomainExtraMoves/>
			<CommerceFlexible/>
			<TerrainTrades/>
			<bRiverTrade>0</bRiverTrade>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_MILITARY</FlavorType>
					<iFlavor>2</iFlavor>
				</Flavor>
				<Flavor>
					<FlavorType>FLAVOR_SCIENCE</FlavorType>
					<iFlavor>1</iFlavor>
				</Flavor>
				<Flavor>
					<FlavorType>FLAVOR_GROWTH</FlavorType>
					<iFlavor>1</iFlavor>
				</Flavor>
			</Flavors>
			<OrPreReqs>
				<PrereqTech>TECH_FEUDALISM</PrereqTech>
			</OrPreReqs>
			<AndPreReqs/>
			<Quote>“A long apprenticeship is the most logical way to success. The only alternative is overnight stardom, but I can't give you a formula for that.” -- Chet Atkins</Quote>
			<Sound>SND_TECH_APPRENTICESHIP</Sound>
			<SoundMP>SND_TECH_MP_APPRENTICESHIP</SoundMP>
			<Button>,Art/Interface/Buttons/TechTree/Guilds.dds,Art/Interface/Buttons/TechTree_Atlas.dds,4,12</Button>
		</TechInfo>
 

Attachments

  • XML.zip
    138.6 KB · Views: 43
I'm having a weird bug with this new technology I added. I used "The Wheel" to base the new one off of, so I would get all the tags in the right spot. However, for some reason, it always gives all players "The Wheel" by default, and won't ever let you research it. The new tech, Apprenticeship, also replaces the old one in the Tech Tree, but The Wheel still seems to be there. Anybody have any advice on how to fix this?

Technology defined as follows:
Code:
		<TechInfo>
			<Type>TECH_APPRENTICESHIP</Type>
			<Description>Apprenticeship</Description>
			<Civilopedia>TXT_KEY_TECH_APPRENTICESHIP_PEDIA</Civilopedia>
			<Help/>
			<Strategy>This technology allows the construction of Saboteur and Counterspy units. Build them to take espionage to the next level!</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<iAIWeight>0</iAIWeight>
			<iAITradeModifier>0</iAITradeModifier>
			<iCost>600</iCost>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<Era>ERA_MEDIEVAL</Era>
			<FirstFreeUnitClass>NONE</FirstFreeUnitClass>
			<iFeatureProductionModifier>0</iFeatureProductionModifier>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iTradeRoutes>0</iTradeRoutes>
			<iHealth>0</iHealth>
			<iHappiness>0</iHappiness>
			<iFirstFreeTechs>0</iFirstFreeTechs>
			<iAsset>8</iAsset>
			<iPower>4</iPower>
			<bRepeat>0</bRepeat>
			<bTrade>1</bTrade>
			<bDisable>0</bDisable>
			<bGoodyTech>1</bGoodyTech>
			<bExtraWaterSeeFrom>0</bExtraWaterSeeFrom>
			<bMapCentering>0</bMapCentering>
			<bMapVisible>0</bMapVisible>
			<bMapTrading>0</bMapTrading>
			<bTechTrading>0</bTechTrading>
			<bGoldTrading>0</bGoldTrading>
			<bOpenBordersTrading>0</bOpenBordersTrading>
			<bDefensivePactTrading>0</bDefensivePactTrading>
			<bPermanentAllianceTrading>0</bPermanentAllianceTrading>
			<bVassalTrading>0</bVassalTrading>
			<bBridgeBuilding>0</bBridgeBuilding>
			<bIrrigation>0</bIrrigation>
			<bIgnoreIrrigation>0</bIgnoreIrrigation>
			<bWaterWork>0</bWaterWork>
			<iGridX>1</iGridX>
			<iGridY>3</iGridY>
			<DomainExtraMoves/>
			<CommerceFlexible/>
			<TerrainTrades/>
			<bRiverTrade>0</bRiverTrade>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_MILITARY</FlavorType>
					<iFlavor>2</iFlavor>
				</Flavor>
				<Flavor>
					<FlavorType>FLAVOR_SCIENCE</FlavorType>
					<iFlavor>1</iFlavor>
				</Flavor>
				<Flavor>
					<FlavorType>FLAVOR_GROWTH</FlavorType>
					<iFlavor>1</iFlavor>
				</Flavor>
			</Flavors>
			<OrPreReqs>
				<PrereqTech>TECH_FEUDALISM</PrereqTech>
			</OrPreReqs>
			<AndPreReqs/>
			<Quote>&#8220;A long apprenticeship is the most logical way to success. The only alternative is overnight stardom, but I can't give you a formula for that.&#8221; -- Chet Atkins</Quote>
			<Sound>SND_TECH_APPRENTICESHIP</Sound>
			<SoundMP>SND_TECH_MP_APPRENTICESHIP</SoundMP>
			<Button>,Art/Interface/Buttons/TechTree/Guilds.dds,Art/Interface/Buttons/TechTree_Atlas.dds,4,12</Button>
		</TechInfo>

Perhaps if you change the iGridX and iGridY values? Maybe it is being displayed "under" the wheel tech. If you have removed the wheel tech then I am not sure.
 
Okay. So THAT'S what those two tags do. Unfortunately I have NO idea where to stick these things so that they work... o.o

And no, I haven't removed The Wheel. It IS being covered up by Apprenticeship, but only cause I'm not sure where to put it. It should be between Feudalism and Guilds.

EDIT: Moving the iGridX and iGridY doesn't get rid of the Wheel being given by default. I think it has something to do with iAsset but I'm not sure what value I should assign THERE.

Re-edit: has nothing to do with iAsset, so I have absolutely zero idea how to make it stop auto-assigning The Wheel.
 
No, that's not it either. Not only does it give human players the tech too, in addition to whatever they get for free, but I'm playing on whatever the one before Noble is.
 
I'll do ya one better: go to the top of the thread, I zipped the entire XML directory in case, for some weird reason, the problem is in a different file.
 
Can't recreate the problem, works everything fine for me.
Started to games, went 2 turns into it, looked in the WB at the other civs and they only had their regular techs.

-> take a look at the base game please, if everything is correct their. Maybe you screwed some other files.
 
No clue how THAT could happen. Maybe you could PM or email me the original Techinfos files? I don't feel like reinstalling D:
 
Oh, that happens all the time. You're in the wrong folder, and editing original files instead of mod files. Had to reinstall several times.

But even if it is the case here, then the TechInfos shouldn't be guilty, because you have a working version in your mod.
But whatever, attached.

But please try first, if the original game works. Not that we're trying to fix the wrong things.
 

Attachments

  • CIV4TechInfos.zip
    10.4 KB · Views: 37
Didn't drop in the old file yet, but played an unmodded game on Chieftan. The Wheel was given from the beginning, too. <_< Really confused here....
 
<_< I do recall mentioning that EVERYBODY gets it. For instance, I always start with Native America, which gets Agriculture and Fishing. However, I also get The Wheel, IN ADDITION TO the default techs. On top of that, everybody else seems to get it as well. Aaaaaaaaaaanybody see a problem here? I mean, seriously. Horf dorf, read the text plzkthx.
 
In plain old standard unmodded BtS:
At every difficulty level below Noble a human player gets The Wheel for free.
At Deity the AIs get The Wheel for free.

This is defined in the CIV4HandicapInfo.xml file.

If everybody is getting it, it is either in that file, the CIV4CivilizationInfos.xml, or done in Python, or maybe in some other place. Have you ever just considered do a search for TECH_THE_WHEEL to see where it actually shows up, instead of just guessing?
 
Well. Now I feel really stupid for not noticing that before. Horf dorf I am smrt.

Well, at least I figured out how to get the tech to appear in the right location, instead of just hovering over The Wheel. Now I have no more excuse to procrastinate on this. :D
 
Top Bottom