xaviel said:After you are done editing everything in your mod folder, do you just copy your edited files from your mod folder to your original game folder?
austin316hockey said:The only thing is, there is no sample of the syntax (exactly what tags belong in this block), although I have a feeling it's identical to the <FreeTechs> block.
On a side note, can anyone out there shed some light on that block, what the tags should actually be?
<DisableTechs>
<DisableTech>
<TechType>TECH_AGRICULTURE</TechType>
<bDisableTech>1</bDisableTech>
</DisableTech>
<DisableTech>
<TechType>TECH_MASONRY</TechType>
<bDisableTech>1</bDisableTech>
</DisableTech>
<DisableTechs>
Epicurist oooh..make the alamo a wonder!
BLueGreen said:27.> It is important to realise that the technology you create will now appear in the main game in the technology panel (F4). The <iGridX>1</iGridX> and <iGridY>11</iGridY> entries refer to the co-ordinates which your technology will be placed on that research map in game. If you simply leave these numbers as they are it wont affect your game at all. But it will mean your technologies will overlap technologies with the same iGridX and iGrixY co-ordinates. You should therefore go in the game and look for an appropriate place to place your technology.
If a technology is listed as say 4 grid places right and 8 grid places down on the technology map in the actual game it will be listed as: <iGridX>4</iGridX>, <iGridY>8</iGridY> in the 'Civ4TechInfos.xml' file under that technology. So find an empty place preferably to the right of a perquisite technology and write down the grid spot. Then you can go back in to your 'Civ4TechInfos.xml' file and record the new co-ordinates. This will ensure you’re in game technology tree still looks presentable and not a jumbled mess.
Eugenius said:The Questions:Where do I put the techs if there is 2 that lead to one tech? Does the position of the new tech have to be the same in all of the xml files I added Lore into? The way it draws the lines, some of them actually begin BEFORE the first techs and pass behind them where you can see them because the tech boxes are slightly transparent. Is this just a syntax error? It would seem that some people have run into this problem while others were able to add techs without any difficulty. However, I dont see any mods with new techs only the same techs with altered effects.
If anyone has the same or a similar problem please, post here with your questions and perhaps we can find a solution together. If anyone has any suggestions or answers or can post a mod with a new tech added that people with this problem can have a look at it would be very much appreciated that you add to the discussion. If anyone looks at some of my ideas and likes them, please by alll means use them but I would ask that you notify me with a link here so i can check out your work.
Thank you in advance.
Ancaria said:I'm not an expert so don't be to angry if i'm wrong.
eg.
Meditation (X2/Y10) and Polythism (X2/X12) Leads to Priesthood(X3/Y9)
So far so good.
You have a tech that you would like to come after Meditation and polythism but don't want to replace priesthood? Am i correct?
Simple. Just put <iGridX>3</iGridX> <iGridY>10<iGridY> (the numbers 1,2,3,4,5,7,8,10,12 and 13 are free to use In the X3 row(No one will ever understand what I meen cause I'm kind of lost my self) where they should be and then the put
<OrPreReqs>
<PrereqTech>TECH_MEDITATION</PrereqTech>
<PrereqTech>TECH_POLYTHEISM</PrereqTech>
</OrPreReqs>
where it should be...
If it helped in someway Im happy.. If it somehow screwed up your game I'm sorry in advance.
Eugenius said:...im getting lines all over the place on my tech tree and the game crashes when I click any tech aside from Lore. I read a few posts later about adding in the techs in the order they come in and about branches, which made sense since XML appears to me to be a linear language. ...
<Button>,Art/Interface/Buttons/TechTree/Meditation.dds,Art/Interface/Buttons/TechTree_Atlas.dds,5,5</Button>
<OrPreReqs>
<PrereqTech>TECH_LORE</PrereqTech>
</OrPreReqs>
<TechInfo>
<Type>TECH_LORE</Type>
<Description>TXT_KEY_TECH_LORE</Description>
<Civilopedia>TXT_KEY_TECH_LORE_PEDIA</Civilopedia>
<Help/>
<Strategy>TXT_KEY_TECH_LORE_STRATEGY</Strategy>
<Advisor>ADVISOR_RELIGION</Advisor>
<iAIWeight>0</iAIWeight>
<iAITradeModifier>0</iAITradeModifier>
<iCost>80</iCost>
<Era>ERA_ANCIENT</Era>
<FirstFreeUnitClass>NONE</FirstFreeUnitClass>
<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
<iTradeRoutes>0</iTradeRoutes>
<iHealth>0</iHealth>
<iHappiness>0</iHappiness>
<iFirstFreeTechs>0</iFirstFreeTechs>
<iAsset>8</iAsset>
<iPower>0</iPower>
<bRepeat>0</bRepeat>
<bTrade>1</bTrade>
<bDisable>0</bDisable>
<bGoodyTech>0</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>
<bBridgeBuilding>0</bBridgeBuilding>
<bIrrigation>0</bIrrigation>
<bIgnoreIrrigation>0</bIgnoreIrrigation>
<bWaterWork>0</bWaterWork>
<iGridX>1</iGridX>
<iGridY>9</iGridY>
<DomainExtraMoves/>
<CommerceFlexible/>
<TerrainTrades/>
<Flavors>
<Flavor>
<FlavorType>FLAVOR_RELIGION</FlavorType>
<iFlavor>10</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_SCIENCE</FlavorType>
<iFlavor>2</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_CULTURE</FlavorType>
<iFlavor>7</iFlavor>
</Flavor>
</Flavors>
<OrPreReqs/>
<AndPreReqs/>
<Quote>TXT_KEY_TECH_LORE_QUOTE</Quote>
<Sound>AS2D_TECH_LORE</Sound>
<SoundMP>AS2D_TECH_MP_LORE</SoundMP>
<Button>,Art/Interface/Buttons/TechTree/Lore.dds</Button>
</TechInfo>
I'll see what I can bash together...Raize said:You wouldn't happen to have an already modified version of CvTechChooser.py, would you? I tried method #1 but that just introduced scrollbars into the techtree (and crashed anyway), and I have no idea where to start, Python-wise, with method #2.