lemmy101
Emperor
- Joined
- Apr 10, 2006
- Messages
- 1,064
So we're writing a tech tree editor (PLUG) and in doing this I've noticed a potentially very annoying issue with the DLC system and the modding when it comes to new tech trees.
I was trying to figure out why it was crashing with a fully new tech tree, since the tool hunts for all changes between your tree and the original, I could't understand why it was crashing when looking for TECH_MASONRY (which no longer exists) when it should have made the correct XML to redirect every one of these.
I looked in the debug database and figured it out: Babylon require masonry for their UB walls. And Babylon's details are in a separate directory in separate XML files so the tool wasn't picking them up.
Uh oh. So this means if you've done a TC and have a completely new tech tree, then if DLC comes out for a new Civ that has any references to techs, then it'll crash the game regardless of whether that particular Civ is a player in the game or not.
I suspect the solution for total conversions would be to make sure ALL civs are deleted from the game via a delete tag before the new ones are added, which would be fine for your 'Fall from Heaven' equivalents. If your mod takes place on Earth and you're using the existing Civs, but make heavy changes to the tech tree, then you're going to need to update your mod to cater for every piece of DLC that comes out.
Anyone got any ideas how to protect against this? In the tool am making it check for DLC so to create the right redirect updates, but that will only work if the mod author has all the DLC, and updates the mod every time a new DLC leader / civ comes out.
(NB: The same applies to other mods, but when the incompatibility stuff is working I doubt that'll be an issue as you wouldn't expect many other mods to work with a total conversion, where DLC is automatically applied)
I was trying to figure out why it was crashing with a fully new tech tree, since the tool hunts for all changes between your tree and the original, I could't understand why it was crashing when looking for TECH_MASONRY (which no longer exists) when it should have made the correct XML to redirect every one of these.
I looked in the debug database and figured it out: Babylon require masonry for their UB walls. And Babylon's details are in a separate directory in separate XML files so the tool wasn't picking them up.
Uh oh. So this means if you've done a TC and have a completely new tech tree, then if DLC comes out for a new Civ that has any references to techs, then it'll crash the game regardless of whether that particular Civ is a player in the game or not.
I suspect the solution for total conversions would be to make sure ALL civs are deleted from the game via a delete tag before the new ones are added, which would be fine for your 'Fall from Heaven' equivalents. If your mod takes place on Earth and you're using the existing Civs, but make heavy changes to the tech tree, then you're going to need to update your mod to cater for every piece of DLC that comes out.
Anyone got any ideas how to protect against this? In the tool am making it check for DLC so to create the right redirect updates, but that will only work if the mod author has all the DLC, and updates the mod every time a new DLC leader / civ comes out.
(NB: The same applies to other mods, but when the incompatibility stuff is working I doubt that'll be an issue as you wouldn't expect many other mods to work with a total conversion, where DLC is automatically applied)