Craig_Sutter
Deity
I'm trying to eliminate all of the Eras after Medieval for my mod.
To begin, I simply used the file from the MedEVO mod.
I attached it as an existing item, added it as an action in the property page (uponmodactivated, updatedatabase) by simply selecting it via the dialogue (there is no browse function to select the file path but the item was available).
I then rebuilt my mod (which is simply a map and this added file)
I start up the game and select my mod and install. However, when I look at the tech tree, all the techs are available.
The xml and database logs show no change from usual errors that seem to be inherent in the game.
The file I am using is as follows:
<?xml version="1.0" encoding="utf-8"?>
<!-- Created by ModBuddy on 10/4/2010 2:33:58 PM -->
<GameData>
<!-- TODO: Insert table creation example here. -->
<!-- TODO: Insert table data example here.-->
<!-- Enter your Game Data here. -->
<Technologies>
<Update>
<Where Era="ERA_RENAISSANCE"/>
<Set Disable="1"/>
</Update>
<Update>
<Where Era="ERA_INDUSTRIAL"/>
<Set Disable="1"/>
</Update>
<Update>
<Where Era="ERA_MODERN"/>
<Set Disable="1"/>
</Update>
<Update>
<Where Era="ERA_FUTURE"/>
<Set Disable="1"/>
</Update>
<Update>
<Where Type="TECH_FUTURE_TECH"/>
<Set Disable="0" Cost="12000"/>
</Update>
</Technologies>
<Technology_PrereqTechs>
<Delete TechType="TECH_FUTURE_TECH"/>
</Technology_PrereqTechs>
<Defines>
<Update>
<Where Name="NUM_AND_TECH_PREREQS"/>
<Set Value="10"/>
</Update>
</Defines>
</GameData>
I've tried to add other such items affecting game speed and tech costs, but none of them seem to work... what am I doing wrong.
I would appreciate some advice because this really ought to be quite simple... what am I missing. If I install the whole MedEVO mod, it seems to work (although there are many "text_key_..." entries in the tech tree) at least as far a eliminating these techs goes.
Thank-you for your advice.
To begin, I simply used the file from the MedEVO mod.
I attached it as an existing item, added it as an action in the property page (uponmodactivated, updatedatabase) by simply selecting it via the dialogue (there is no browse function to select the file path but the item was available).
I then rebuilt my mod (which is simply a map and this added file)
I start up the game and select my mod and install. However, when I look at the tech tree, all the techs are available.
The xml and database logs show no change from usual errors that seem to be inherent in the game.
The file I am using is as follows:
Spoiler :
<?xml version="1.0" encoding="utf-8"?>
<!-- Created by ModBuddy on 10/4/2010 2:33:58 PM -->
<GameData>
<!-- TODO: Insert table creation example here. -->
<!-- TODO: Insert table data example here.-->
<!-- Enter your Game Data here. -->
<Technologies>
<Update>
<Where Era="ERA_RENAISSANCE"/>
<Set Disable="1"/>
</Update>
<Update>
<Where Era="ERA_INDUSTRIAL"/>
<Set Disable="1"/>
</Update>
<Update>
<Where Era="ERA_MODERN"/>
<Set Disable="1"/>
</Update>
<Update>
<Where Era="ERA_FUTURE"/>
<Set Disable="1"/>
</Update>
<Update>
<Where Type="TECH_FUTURE_TECH"/>
<Set Disable="0" Cost="12000"/>
</Update>
</Technologies>
<Technology_PrereqTechs>
<Delete TechType="TECH_FUTURE_TECH"/>
</Technology_PrereqTechs>
<Defines>
<Update>
<Where Name="NUM_AND_TECH_PREREQS"/>
<Set Value="10"/>
</Update>
</Defines>
</GameData>
I've tried to add other such items affecting game speed and tech costs, but none of them seem to work... what am I doing wrong.
I would appreciate some advice because this really ought to be quite simple... what am I missing. If I install the whole MedEVO mod, it seems to work (although there are many "text_key_..." entries in the tech tree) at least as far a eliminating these techs goes.
Thank-you for your advice.