BFTTree - Multiple Page Tech Tree

Ok, finally ready to begin the fusion. :)

Of course, there are problems.

At first, it let me in the game, only nothing was different. I tinkered around a bit, and now it crashes every time I try and launch a game.

Updating the database on TechTableAdds.sql, TechCategories.xml, and TechTreeText.xml. These were what you had updated in your MODINFO file, so I followed suit.

I am putting my new categories into TechCategories.xml as such:

Spoiler :
<TechTreeCat>
<Row>
<ID>0</ID>
<Type>TECHTREECAT_OFFENSIVE</Type>
<Description>TXT_KEY_TECHTREE_OFFENSIVE</Description>
<PortraitIndex>0</PortraitIndex>
<IconAtlas>TECHTREE_ATLAS</IconAtlas>
</Row>
<Row>
<Type>TECHTREECAT_DEFENSIVE</Type>
<Description>TXT_KEY_TECHTREE_DEFENSIVE</Description>
<PortraitIndex>0</PortraitIndex>
<IconAtlas>TECHTREE_ATLAS</IconAtlas>
</Row>
</ETC>

A test tech is input into the bottom of my CIV5technologies.xml :

Spoiler :
<Row>
<Type>TECH_STARTING_OFFENSIVE_TECHNOLOGY</Type>
<TechCat>TECHTREE_OFFENSIVE</TechCat>
<Cost>100</Cost>
<Description>TXT_KEY_TECH_STARTING_OFFENSIVE_TECHNOLOGY_TITLE</Description>
<Civilopedia>TXT_KEY_TECH_STARTING_OFFENSIVE_TECHNOLOGY_DESC</Civilopedia>
<Help>TXT_KEY_TECH_STARTING_OFFENSIVE_TECHNOLOGY_HELP</Help>
<Era>ERA_ANCIENT</Era>
<Trade>true</Trade>
<GoodyTech>true</GoodyTech>
<GridX>1</GridX>
<GridY>9</GridY>
<Quote>TXT_KEY_TECH_STARTING_OFFENSIVE_TECHNOLOGY_QUOTE</Quote>
<PortraitIndex>1</PortraitIndex>
<IconAtlas>TECH_ATLAS_1</IconAtlas>
</Row>
</Technologies>

I had a prereq setup to Agriculture, but it crashes with or without.


I have tried changing the orders for the Database Updates, putting some first or last, but none of that worked.

Been working on it an hour or so, but it is bedtime.

Figured you may be able to point out something obvious to me. :)
 
I will have a better look at it tomorrow as a bit busy atm, but:

<Type>TECHTREECAT_OFFENSIVE</Type>

should just be

<Type>TECHTREE_OFFENSIVE</Type>

so they match up
 
You've got <Trade>True</trade>

Could that make it crash, instead of being false?

Always had trade true in my techs and it works fine.

I will have a better look at it tomorrow as a bit busy atm, but:

<Type>TECHTREECAT_OFFENSIVE</Type>

should just be

<Type>TECHTREE_OFFENSIVE</Type>

so they match up

Fixed, though my original method was copied from your tutorial. :)



Some progress.

When I chose advanced setup instead of quick setup, several of the map options were blank. I couldn't change the map type, and as a result the game put some text up there about it not being able to set the players due to a map not being selected. If I clicked the blank map box nothing happened. I clicked the blank difficulty box and it let me pick a difficulty. When I selected the blank start era and set an era, all the other options popped back into the screen including the missing players. Still crashed though.

I figured out that one of the lua was looking for era ID's, and I looked and found that my era's still had legacy ID's from when I used Lemmy101's tech editor. I removed the ID's, and era/crash problem is gone.

EDIT: Fixed a problem where my new techs weren't showing in the tree by reordering the TechTableAdds.sql to update before the tech XML.

Now the tree shows fine, but I still don't see any categories, and my 1 test tech is sitting in the main tech tree instead of another page.
 
I had some progress.

I marked all the files in your mod so that they import into VFS and now I can see the tech cat window in the game. Though, no cats show up, just a button for default window and "Our" technologies.

Clicking on both closes the window. If I go back into the window and click Default a second time it brings me to the tree, only there are no techs and classic era seems to be shifted down about half the height of the tree.

Going to try some more things out.

Edit: So TechTableAdds.sql, TechCategories.xml, and TechTreeText.xml update the database, and the rest are sent to the Virtual File System. Other combinations I tried ended up with more problems than this.

This is what I have in my CIV5Technologies.xml and the TechCategories.xml:

Spoiler :
<GameData>
<TechTreeCat>
<Row>
<ID>0</ID>
<Type>TECHTREE_OFFENSIVE</Type>
<Description>TXT_KEY_TECHTREE_OFFENSIVE</Description>
<PortraitIndex>0</PortraitIndex>
<IconAtlas>TECHTREE_ATLAS</IconAtlas>
</Row>
<Row>
<Type>TECHTREE_DEFENSIVE</Type>
<Description>TXT_KEY_TECHTREE_DEFENSIVE</Description>
<PortraitIndex>0</PortraitIndex>
<IconAtlas>TECHTREE_ATLAS</IconAtlas>
</Row>


Spoiler :
<Technologies>
<Row>
<Type>TECH_STARTING_OFFENSIVE_TECHNOLOGY</Type>
<TechCat>TECHTREE_OFFENSIVE</TechCat>
<Description>TXT_KEY_TECH_STARTING_OFFENSIVE_TECHNOLOGY_TITLE</Description>
<Civilopedia>TXT_KEY_TECH_STARTING_OFFENSIVE_TECHNOLOGY_DESC</Civilopedia>
<Help>TXT_KEY_TECH_STARTING_OFFENSIVE_TECHNOLOGY_HELP</Help>
<Cost>100</Cost>
<Era>ERA_ANCIENT</Era>
<Trade>true</Trade>
<GoodyTech>true</GoodyTech>
<GridX>1</GridX>
<GridY>0</GridY>
<Quote>TXT_KEY_TECH_STARTING_OFFENSIVE_TECHNOLOGY_QUOTE</Quote>
<PortraitIndex>0</PortraitIndex>
<IconAtlas>TECH_ATLAS_1</IconAtlas>
<AudioIntro>AS2D_TECH_AGRICULTURE</AudioIntro>
<AudioIntroHeader>AS2D_HEADING_TECH_AGRICULTURE</AudioIntroHeader>
</Row>
<Row>
<Type>TECH_STARTING_DEFENSIVE_TECHNOLOGY</Type>
<TechCat>TECHTREE_DEFENSIVE</TechCat>
<Description>TXT_KEY_TECH_STARTING_DEFENSIVE_TECHNOLOGY_TITLE</Description>
<Civilopedia>TXT_KEY_TECH_STARTING_DEFENSIVE_TECHNOLOGY_DESC</Civilopedia>
<Help>TXT_KEY_TECH_STARTING_DEFENSIVE_TECHNOLOGY_HELP</Help>
<Cost>100</Cost>
<Era>ERA_ANCIENT</Era>
<Trade>true</Trade>
<GoodyTech>true</GoodyTech>
<GridX>1</GridX>
<GridY>2</GridY>
<Quote>TXT_KEY_TECH_STARTING_DEFENSIVE_TECHNOLOGY_QUOTE</Quote>
<PortraitIndex>0</PortraitIndex>
<IconAtlas>TECH_ATLAS_1</IconAtlas>
<AudioIntro>AS2D_TECH_AGRICULTURE</AudioIntro>
<AudioIntroHeader>AS2D_HEADING_TECH_AGRICULTURE</AudioIntroHeader>
</Row>


Still no dice. Going to try some more oddball approaches.

My current thought is that my extra eras are causing problems, so I will see if removing them does anything.
 
Ok, so if I change the era of my 2 test techs to ERA_DIAMOND, it immediately crashes the mod when it loads.

Combined with the tech tree that is broken like a fault line along the ancient/classical border and the missing scroll bar, and it seems like the new era's aren't being handled by your mod.

I wonder if it is having trouble finding their ID's. It isn't listed anywhere in the file that they are Era 8 and 9. Just the techs assigned to them that place their position.

Removing the eras themselves from the era.xml results in a tech tree with nothing in it, not even ancient/classical eras.

Removing all the Nanotech/Diamond Era techs + the eras does not change anything. No categories and an empty, broken tech tree.


I will try some more troubleshooting tomorrow. And hopefully you can point out something that I am doing wrong. :)
 
Hi if you upload your files somewhere and send me the link i'll have a look at it when i got a few spare minutes and see if i can sort it out for you :)
 
Great, here it is. :)
 

Attachments

Ok i see a few problems that are stopping it from working can you send me the project folder, the one located somewhere around here, Documents\Firaxis ModBuddy\"Your mod folder". will make changing it easier :)
 
Mine isn't in there(though I am pretty sure what you are talking about is in a folder on my desktop), and the forums won't let me upload a folder by itself anyway.

I can email it to you, or I can just make the changes manually. Are the problems in my files or yours?
 
I can upload the zip here, should have thought of that. :)
 

Attachments

Btw, which files are you fixing, yours, mine, or both?

If I continue adding things in the future, will you have to fix it again, or will it be foolproof? :)
 
Ok quick update, i got it sort of working, the pipes are causing a problem but when they are removed it works great so now i just need to sort that bit out, see pics

Also i will fix the tech counter while i am at it :)
 

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There should not be any problem with adding things in the future as it seems to just be my file related stuff
 
There should not be any problem with adding things in the future as it seems to just be my file related stuff

Glad my gargantuan beast mod can help you test it out some. :)

I will also put your multi-social pages to good use. :)
 
I finally found the problem to the pipes :D

<Row>
<TechType>TECH_STEALTH</TechType>
<PrereqTech>TECH_SATELITES</PrereqTech>
</Row>

<Row>
<TechType>TECH_UNMANNED_AIRCRAFT</TechType>
<PrereqTech>TECH_SATELITES</PrereqTech>
</Row>

Satellites was not spelt right so these two techs had prereq techs that didn't exist and was causing the problem :crazyeye:

See pic of working pipes, will get the tech count sorted out next
 

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