[Help] Enabling Resources with a different Tech

Harkodos

Warlord
Joined
Feb 9, 2016
Messages
197
I'm currently in the process of making a Tech that will allow the player to discover Uranium resources earlier than Atomic Theory as a Civilization Trait. As I have it now, the Tech does work, in that I can at least see the resource, but I can't modify it or use it for the purposes of making units (also part of that Civ's starting trait).

I modified a code string from the Beothuk Civilization to get this:
Code:
--==========================================================================================================================
-- This File changes the game so that Uranium Resources are made visible when you have this tech instead of Atomic Theory.
-- It should be packaged with the accompanying Farnsworth_TechFix.lua
-- What it does: Adds a technology called "Mad Science" that reveals Uranium Resources. With the accompanying lua, this tech will instantly be given to any Team that discovers Atomic Theory.
-- Why? So that you can add other ways for players to see Uranium Resources without having Atomic Theory at the same time.
--==========================================================================================================================	
INSERT INTO Technologies
			(Type,					Cost,	Disable,	Description,						Civilopedia,						Help,								Era,			GridX,	GridY,	PortraitIndex,	IconAtlas)
VALUES		('TECH_MAD_SCIENCE',	0,		1,			'TXT_KEY_TECH_MAD_SCIENCE_TITLE',	'TXT_KEY_TECH_MAD_SCIENCE_DESC',	'TXT_KEY_TECH_MAD_SCIENCE_HELP',	'ERA_ANCIENT',	0,		-12,	0,				'FARNSWORTH_TECH_ATLAS');

UPDATE Resources
SET TechReveal = 'TECH_MAD_SCIENCE'
WHERE Type = 'RESOURCE_URANIUM';
SET TechCityTrade = 'TECH_MAD_SCIENCE'
WHERE Type = 'RESOURCE_URANIUM';
--==========================================================================================================================	
INSERT INTO Language_en_US
			(Tag,									Text)
VALUES		('TXT_KEY_TECH_MAD_SCIENCE_TITLE',		'Mad Science'),
			('TXT_KEY_TECH_MAD_SCIENCE_DESC',		'Reveals [ICON_RES_URANIUM] Uranium Resources.'),
			('TXT_KEY_TECH_MAD_SCIENCE_HELP',		'Reveals [ICON_RES_URANIUM] Uranium Resources.');
Without too much experience with the Lua I can't make something from scratch, and browsing through the files for the base game didn't exactly lead me to how to solve the problem due to the vagueness of certain terms. Any thoughts?
 
This lua would be the code that would give TECH_MAD_SCIENCE to all players who don't already have it when they discover TECH_ATOMIC_THEORY
Code:
-- ArchaeologyTechFix
-- Author: Neirai the Forgiven (for the Beothuk)
--	edited a bit by LeeS to be able to give any "tech-X" to all civs when they discover "tech-Y", based on data entered within lua-table "tSpecialTechsToBeGiven"
-- DateReCreated: 3/22/2016
--------------------------------------------------------------
local tSpecialTechsToBeGiven = { [GameInfoTypes.TECH_ATOMIC_THEORY] = GameInfoTypes.TECH_MAD_SCIENCE }

function EnableSpecialTechs(iTeam, iTech, iChange)
	if tSpecialTechsToBeGiven[iTech] then
		for iPlayer = 0, GameDefines.MAX_MAJOR_CIVS - 1, 1 do
			local pPlayer = Players[iPlayer]
			if pPlayer ~= nil and pPlayer:IsAlive() then
				if pPlayer:GetTeam() == iTeam then
					local pTeam = Teams[iTeam]
					if not pTeam:IsHasTech(tSpecialTechsToBeGiven[iTech]) then
						pTeam:SetHasTech(tSpecialTechsToBeGiven[iTech], true, pPlayer, false, false)
					end
				end
			end
		end
	end
end
GameEvents.TeamTechResearched.Add(EnableSpecialTechs)
print("EnableSpecialTechs code Loaded!")
It is lua and needs to be in an lua file that is set as an InGameUIAddin in ModBuddy. See whoward69's what ModBuddy setting for what file types tutorial and as I recall Post #3 covers how to make this setting in ModBuddy.

----------------------------------------------------------------------------------------

You still have to come up with a way to give the TECH_MAD_SCIENCE to the "Mad Science" civ.

And in your quoted SQL I believe you have an error
Code:
UPDATE Resources
SET TechReveal = 'TECH_MAD_SCIENCE'
WHERE Type = 'RESOURCE_URANIUM'[COLOR="Blue"];[/COLOR]
[COLOR="Red"]SET TechCityTrade = 'TECH_MAD_SCIENCE'
WHERE Type = 'RESOURCE_URANIUM';[/COLOR]
The blue semi-colon terminates the "Update" command, so the game has no idea what to do with the second red-highlighted code-chunk. I believe you can fix this by doing
Code:
UPDATE Resources
SET TechReveal = 'TECH_MAD_SCIENCE', TechCityTrade = 'TECH_MAD_SCIENCE'
WHERE Type = 'RESOURCE_URANIUM';

----------------------------------------------------------------------------------

Not sure if the other problems you are relating are tied to the error in the SQL or not.
 
It seems I misspoke, the code I posted was a SQL code. I had the other Lua code, but didn't even consider that was the problem.

That code you provided pretty much solved the problem, but I do have a question:
If I wanted the Civ to be able to basically do everything it could with the resource that it normally would by researching Atomic Theory, have I programmed in everything I need to? It can be improved, used, traded. Is there anything I may be missing?
 
If I wanted the Civ to be able to basically do everything it could with the resource that it normally would by researching Atomic Theory, have I programmed in everything I need to? It can be improved, used, traded. Is there anything I may be missing?
Without the mod itself to look at neither I or anyone else would be able to say with any degree of certainty. There are issues of Building/Unit PreReqTechs to be considered, as a start.

whoward69's zip your mods and attach tutorial
 
I don't recall any problems that would arise from buildings and prerequisites (I'm pretty sure all of the stuff for Uranium comes after Atomic Theory anyways).

But I've included the files below just in case.

Also, while on the subject, I also want to make a separate Tech/Civ Trait where all of the strategic resources and the non-hidden antiquity sites are revealed by having a single tech. Any chance you could rig that up for me? (I have a vague idea of how to do it myself, since it follows the same basic idea of what this one will be doing, but without confirmation on that assumption I could be just walking into a blind alley).
 

Attachments

You do have a couple Air and Armor units that never go obsolete, so even though the units they upgrade to will become available, the outdated units will still be allowed to be built.
 
Oh, oh course (the Fighter and Bomber for instance). My brain isn't working today.

There aren't any problems with them are there? Recreating them was mostly copy/paste, and the ones I checked seemed alright; nothing out the ordinary.

There weren't any errors in the Database Log (aside from the Farthsworth_Tech_Atlas, but that simply doesn't exist yet, so I'm expecting that error).
 
I didn't see anything else really other than I think you will be pinched for being able to build very many units because they all seem to be re-directed to require Uranium.
 
Yeah, that's part of the UA. All resource-requiring units are built with Uranium and receive a +25% combat bonus. The Civ also receives double quantities of Uranium. I think the only thing I need to do now is change the promotion I made so it's lost for any unit that doesn't have Uranium as a requirement.
 
I'm currently trying to add a Tech that will allow for the other Civilization Trait I mentioned, but I seem to be having formatting issues. It worked at one point (but only for Horses) and now it won't work at all (also, the Text for the Tech never displayed to begin with).

Here's the code:
Code:
--==========================================================================================================================
-- This File changes the game so that Horse, Iron, Coal, Oil, Aluminum, Uranium Resources and Archaeological Dig Sites are made visible when you have this tech instead of their respective Techs.
-- It should be packaged with the accompanying Ultimecia_TechFix.lua
-- What it does: Adds a technology called "Time Compression" that reveals Horse, Iron, Coal, Oil, Aluminum, Uranium Resources and Archaeological Dig Sites. With the accompanying lua, this tech will instantly be given to any Team that discovers the respective normal unlocking techs.
-- Why? So that you can add other ways for players to see Uranium Resources without having Atomic Theory at the same time.
--==========================================================================================================================	
INSERT INTO Technologies
			(Type,					Cost,	Disable,	Description,						Civilopedia,						Help,								Era,			GridX,	GridY,	PortraitIndex,	IconAtlas)
VALUES		('TECH_TIME_COMPRESSION_A',	0,		1,			'TXT_KEY_TECH_TIME_COMPRESSION_A_TITLE',	'TXT_KEY_TECH_TIME_COMPRESSION_A_DESC',	'TXT_KEY_TECH_TIME_COMPRESSION_A_HELP',	'ERA_ANCIENT',	0,		-12,	0,				'ULTIMECIA_TECH_ATLAS'),
			('TECH_TIME_COMPRESSION_B',	0,		1,			'TXT_KEY_TECH_TIME_COMPRESSION_B_TITLE',	'TXT_KEY_TECH_TIME_COMPRESSION_B_DESC',	'TXT_KEY_TECH_TIME_COMPRESSION_B_HELP',	'ERA_ANCIENT',	0,		-12,	0,				'ULTIMECIA_TECH_ATLAS'),
			('TECH_TIME_COMPRESSION_C',	0,		1,			'TXT_KEY_TECH_TIME_COMPRESSION_C_TITLE',	'TXT_KEY_TECH_TIME_COMPRESSION_C_DESC',	'TXT_KEY_TECH_TIME_COMPRESSION_C_HELP',	'ERA_ANCIENT',	0,		-12,	0,				'ULTIMECIA_TECH_ATLAS'),
			('TECH_TIME_COMPRESSION_D',	0,		1,			'TXT_KEY_TECH_TIME_COMPRESSION_D_TITLE',	'TXT_KEY_TECH_TIME_COMPRESSION_D_DESC',	'TXT_KEY_TECH_TIME_COMPRESSION_D_HELP',	'ERA_ANCIENT',	0,		-12,	0,				'ULTIMECIA_TECH_ATLAS'),
			('TECH_TIME_COMPRESSION_E',	0,		1,			'TXT_KEY_TECH_TIME_COMPRESSION_E_TITLE',	'TXT_KEY_TECH_TIME_COMPRESSION_E_DESC',	'TXT_KEY_TECH_TIME_COMPRESSION_E_HELP',	'ERA_ANCIENT',	0,		-12,	0,				'ULTIMECIA_TECH_ATLAS'),
			('TECH_TIME_COMPRESSION_F',	0,		1,			'TXT_KEY_TECH_TIME_COMPRESSION_F_TITLE',	'TXT_KEY_TECH_TIME_COMPRESSION_F_DESC',	'TXT_KEY_TECH_TIME_COMPRESSION_F_HELP',	'ERA_ANCIENT',	0,		-12,	0,				'ULTIMECIA_TECH_ATLAS'),
			('TECH_TIME_COMPRESSION_G',	0,		1,			'TXT_KEY_TECH_TIME_COMPRESSION_G_TITLE',	'TXT_KEY_TECH_TIME_COMPRESSION_G_DESC',	'TXT_KEY_TECH_TIME_COMPRESSION_G_HELP',	'ERA_ANCIENT',	0,		-12,	0,				'ULTIMECIA_TECH_ATLAS');

UPDATE Resources
SET TechReveal = 'TECH_TIME_COMPRESSION_A', TechCityTrade = 'TECH_TIME_COMPRESSION_A'
WHERE Type = 'RESOURCE_HORSE';
UPDATE Resources
SET TechReveal = 'TECH_TIME_COMPRESSION_B', TechCityTrade = 'TECH_TIME_COMPRESSION_B'
WHERE Type = 'RESOURCE_IRON';
UPDATE Resources
SET TechReveal = 'TECH_TIME_COMPRESSION_C', TechCityTrade = 'TECH_TIME_COMPRESSION_C'
WHERE Type = 'RESOURCE_COAL';
UPDATE Resources
SET TechReveal = 'TECH_TIME_COMPRESSION_D', TechCityTrade = 'TECH_TIME_COMPRESSION_D'
WHERE Type = 'RESOURCE_OIL';
UPDATE Resources
SET TechReveal = 'TECH_TIME_COMPRESSION_E', TechCityTrade = 'TECH_TIME_COMPRESSION_E'
WHERE Type = 'RESOURCE_ALUMINUM';
UPDATE Resources
SET TechReveal = 'TECH_TIME_COMPRESSION_F', TechCityTrade = 'TECH_TIME_COMPRESSION_F'
WHERE Type = 'RESOURCE_URANIUM';
UPDATE Resources
SET TechReveal = 'TECH_TIME_COMPRESSION_G'
WHERE Type = 'RESOURCE_ARTIFACTS';
--==========================================================================================================================	
INSERT INTO Language_en_US
			(Tag,									Text)
VALUES		('TXT_KEY_TECH_TIME_COMPRESSION_A_TITLE',		'Time Compression'),
			('TXT_KEY_TECH_TIME_COMPRESSION_A_DESC',		'Reveals [ICON_RES_HORSE] Horse Resources.'),
			('TXT_KEY_TECH_TIME_COMPRESSION_A_HELP',		'...'),
			('TXT_KEY_TECH_TIME_COMPRESSION_B_TITLE',		'Time Compression'),
			('TXT_KEY_TECH_TIME_COMPRESSION_B_DESC',		'Reveals [ICON_RES_IRON] Iron Resources.'),
			('TXT_KEY_TECH_TIME_COMPRESSION_B_HELP',		'...'),
			('TXT_KEY_TECH_TIME_COMPRESSION_C_TITLE',		'Time Compression'),
			('TXT_KEY_TECH_TIME_COMPRESSION_C_DESC',		'Reveals [ICON_RES_COAL] Coal Resources.'),
			('TXT_KEY_TECH_TIME_COMPRESSION_C_HELP',		'...'),
			('TXT_KEY_TECH_TIME_COMPRESSION_D_TITLE',		'Time Compression'),
			('TXT_KEY_TECH_TIME_COMPRESSION_D_DESC',		'Reveals [ICON_RES_OIL] Oil Resources.'),
			('TXT_KEY_TECH_TIME_COMPRESSION_D_HELP',		'...'),
			('TXT_KEY_TECH_TIME_COMPRESSION_E_TITLE',		'Time Compression'),
			('TXT_KEY_TECH_TIME_COMPRESSION_E_DESC',		'Reveals [ICON_RES_ALUMINUM] Aluminum Resources.'),
			('TXT_KEY_TECH_TIME_COMPRESSION_E_HELP',		'...'),
			('TXT_KEY_TECH_TIME_COMPRESSION_F_TITLE',		'Time Compression'),
			('TXT_KEY_TECH_TIME_COMPRESSION_F_DESC',		'Reveals [ICON_RES_URANIUM] Uranium Resources.'),
			('TXT_KEY_TECH_TIME_COMPRESSION_F_HELP',		'...'),
			('TXT_KEY_TECH_TIME_COMPRESSION_G_TITLE',		'Time Compression'),
			('TXT_KEY_TECH_TIME_COMPRESSION_G_DESC',		'Reveals [ICON_RES_ARTIFACTS] Antiquity Sites.'),
			('TXT_KEY_TECH_TIME_COMPRESSION_G_HELP',		'...');
I wasn't exactly sure how to move on after the WHERE statement, for I was concerned that adding Type more than once would cause problems, so I created the above result.

I'm pretty sure the other file is working fine, but just to be safe, here it is as well:
Code:
-- Time Compression Tech
-- Author: Neirai the Forgiven (for the Beothuk)
-- Edited a bit by LeeS to be able to give any "tech-X" to all civs when they discover "tech-Y", based on data entered within lua-table "tSpecialTechsToBeGiven"
-- DateCreated: 3/29/2015 12:32:16 PM
-- DateReCreated: 3/22/2016
-- Enables "Time Compression" Tech, so you can reveal Horse, Iron, Coal, Oil, Aluminum, Uranium resources and Archaeological Dig Sites before their respective technologies are researched.
--------------------------------------------------------------
local tSpecialTechsToBeGiven = { [GameInfoTypes.TECH_ANIMAL_HUSBANDRY] = GameInfoTypes.TECH_TIME_COMPRESSION_A, [GameInfoTypes.TECH_BRONZE_WORKING] = GameInfoTypes.TECH_TIME_COMPRESSION_B, [GameInfoTypes.TECH_INDUSTRIALIZATION] = GameInfoTypes.TECH_TIME_COMPRESSION_C, [GameInfoTypes.TECH_BIOLOGY] = GameInfoTypes.TECH_TIME_COMPRESSION_D, [GameInfoTypes.TECH_ELECTRICITY] = GameInfoTypes.TECH_TIME_COMPRESSION_E, [GameInfoTypes.TECH_ATOMIC_THEORY] = GameInfoTypes.TECH_TIME_COMPRESSION_F, [GameInfoTypes.TECH_ARCHAEOLOGY] = GameInfoTypes.TECH_TIME_COMPRESSION_G }

function EnableSpecialTechs(iTeam, iTech, iChange)
	if tSpecialTechsToBeGiven[iTech] then
		for iPlayer = 0, GameDefines.MAX_MAJOR_CIVS - 1, 1 do
			local pPlayer = Players[iPlayer]
			if pPlayer ~= nil and pPlayer:IsAlive() then
				if pPlayer:GetTeam() == iTeam then
					local pTeam = Teams[iTeam]
					if not pTeam:IsHasTech(tSpecialTechsToBeGiven[iTech]) then
						pTeam:SetHasTech(tSpecialTechsToBeGiven[iTech], true, pPlayer, false, false)
					end
				end
			end
		end
	end
end
GameEvents.TeamTechResearched.Add(EnableSpecialTechs)
print("EnableSpecialTechs code Loaded!")
 
The lua file is OK. You've added the additional tech-correspondances correctly.

Problems are likely to be in the SQL, but blessed if I can see it.

Check what is in the Database.log and compare the time-stamps for all messages there against the same timestamps in file Stopwatch.log. (the error numbers at the beginning of log messages aren't actually error-numbers, they are time-stamps).

Unfortunately, Database.log gives almost useless information when it encounters an error in an SQL-file. You get messages like
Code:
[timestamp#] No such column
or
Code:
[timestamp#] near '=', syntax error
without a reference to the file where the error occured. Thus the need to compare the timestamp in Database.log to the same time-stamp in StopWatch.log to see which file or files were being handled at the same time. At least this allows you to know which file is causing a particular error, which is better than no infomation at all.
 
Nothing wrong with the SQL. Which begs the question "does it have an OnModActivated->UpdateDatabase" entry. Which is why you should always attach the actual mod and not just snippets of it - most times the errors are somewhere other than where you think they are
 
[EDIT]
Nothing wrong with the SQL. Which begs the question "does it have an OnModActivated->UpdateDatabase" entry. Which is why you should always attach the actual mod and not just snippets of it - most times the errors are somewhere other than where you think they are
While I can understand that procedure, I didn't think it was necessary in this instance. I've been spending a lot of time on this stuff, so I'm getting better at catching my mistakes and following proper mod procedure. The Databases are all correct, and after tinkering with the SQL code my suspicions were indeed validated that the SQL was to blame. So, after some riggamarolling I came up with this code which seems to work nicely:
Code:
INSERT INTO Technologies
			(Type,					Cost,	Disable,	Description,						Civilopedia,						Help,								Era,			GridX,	GridY,	PortraitIndex,	IconAtlas)
VALUES		('TECH_TIME_COMPRESSION_A',	0,		1,			'TXT_KEY_TECH_TIME_COMPRESSION_A_DESC',	'TXT_KEY_TECH_TIME_COMPRESSION_A_PEDIA',	'TXT_KEY_TECH_TIME_COMPRESSION_A_HELP',	'ERA_ANCIENT',	0,		-12,	0,				'ULTIMECIA_TECH_ATLAS');
INSERT INTO Technologies
			(Type,					Cost,	Disable,	Description,						Civilopedia,						Help,								Era,			GridX,	GridY,	PortraitIndex,	IconAtlas)
VALUES		('TECH_TIME_COMPRESSION_B',	0,		1,			'TXT_KEY_TECH_TIME_COMPRESSION_B_DESC',	'TXT_KEY_TECH_TIME_COMPRESSION_B_PEDIA',	'TXT_KEY_TECH_TIME_COMPRESSION_B_HELP',	'ERA_ANCIENT',	0,		-12,	0,				'ULTIMECIA_TECH_ATLAS');
INSERT INTO Technologies
			(Type,					Cost,	Disable,	Description,						Civilopedia,						Help,								Era,			GridX,	GridY,	PortraitIndex,	IconAtlas)
VALUES		('TECH_TIME_COMPRESSION_C',	0,		1,			'TXT_KEY_TECH_TIME_COMPRESSION_C_DESC',	'TXT_KEY_TECH_TIME_COMPRESSION_C_PEDIA',	'TXT_KEY_TECH_TIME_COMPRESSION_C_HELP',	'ERA_ANCIENT',	0,		-12,	0,				'ULTIMECIA_TECH_ATLAS');
INSERT INTO Technologies
			(Type,					Cost,	Disable,	Description,						Civilopedia,						Help,								Era,			GridX,	GridY,	PortraitIndex,	IconAtlas)
VALUES		('TECH_TIME_COMPRESSION_D',	0,		1,			'TXT_KEY_TECH_TIME_COMPRESSION_D_DESC',	'TXT_KEY_TECH_TIME_COMPRESSION_D_PEDIA',	'TXT_KEY_TECH_TIME_COMPRESSION_D_HELP',	'ERA_ANCIENT',	0,		-12,	0,				'ULTIMECIA_TECH_ATLAS');
INSERT INTO Technologies
			(Type,					Cost,	Disable,	Description,						Civilopedia,						Help,								Era,			GridX,	GridY,	PortraitIndex,	IconAtlas)
VALUES		('TECH_TIME_COMPRESSION_E',	0,		1,			'TXT_KEY_TECH_TIME_COMPRESSION_E_DESC',	'TXT_KEY_TECH_TIME_COMPRESSION_E_PEDIA',	'TXT_KEY_TECH_TIME_COMPRESSION_E_HELP',	'ERA_ANCIENT',	0,		-12,	0,				'ULTIMECIA_TECH_ATLAS');
INSERT INTO Technologies
			(Type,					Cost,	Disable,	Description,						Civilopedia,						Help,								Era,			GridX,	GridY,	PortraitIndex,	IconAtlas)
VALUES		('TECH_TIME_COMPRESSION_F',	0,		1,			'TXT_KEY_TECH_TIME_COMPRESSION_F_DESC',	'TXT_KEY_TECH_TIME_COMPRESSION_F_PEDIA',	'TXT_KEY_TECH_TIME_COMPRESSION_F_HELP',	'ERA_ANCIENT',	0,		-12,	0,				'ULTIMECIA_TECH_ATLAS');
INSERT INTO Technologies
			(Type,					Cost,	Disable,	Description,						Civilopedia,						Help,								Era,			GridX,	GridY,	PortraitIndex,	IconAtlas)
VALUES		('TECH_TIME_COMPRESSION_G',	0,		1,			'TXT_KEY_TECH_TIME_COMPRESSION_G_DESC',	'TXT_KEY_TECH_TIME_COMPRESSION_G_PEDIA',	'TXT_KEY_TECH_TIME_COMPRESSION_G_HELP',	'ERA_ANCIENT',	0,		-12,	0,				'ULTIMECIA_TECH_ATLAS');

UPDATE Resources
SET TechReveal = 'TECH_TIME_COMPRESSION_A', TechCityTrade = 'TECH_TIME_COMPRESSION_A'
WHERE Type = 'RESOURCE_HORSE';
UPDATE Resources
SET TechReveal = 'TECH_TIME_COMPRESSION_B', TechCityTrade = 'TECH_TIME_COMPRESSION_B'
WHERE Type = 'RESOURCE_IRON';
UPDATE Resources
SET TechReveal = 'TECH_TIME_COMPRESSION_C', TechCityTrade = 'TECH_TIME_COMPRESSION_C'
WHERE Type = 'RESOURCE_COAL';
UPDATE Resources
SET TechReveal = 'TECH_TIME_COMPRESSION_D', TechCityTrade = 'TECH_TIME_COMPRESSION_D'
WHERE Type = 'RESOURCE_OIL';
UPDATE Resources
SET TechReveal = 'TECH_TIME_COMPRESSION_E', TechCityTrade = 'TECH_TIME_COMPRESSION_E'
WHERE Type = 'RESOURCE_ALUMINUM';
UPDATE Resources
SET TechReveal = 'TECH_TIME_COMPRESSION_F', TechCityTrade = 'TECH_TIME_COMPRESSION_F'
WHERE Type = 'RESOURCE_URANIUM';
UPDATE Resources
SET TechReveal = 'TECH_TIME_COMPRESSION_G'
WHERE Type = 'RESOURCE_ARTIFACTS';
Spelling out everything for each individual thing seems to work. But now I have another issue:

The last definition should reveal Antiquity Sites and from what the game tells me, they should be revealed by the tech TIME_COMPRESSION_G, however they do not appear unless I give myself the Archaeology tech, which shouldn't be the case under these circumstances. I recall the Beothuk (which gave me the idea for this Civ trait in the first place) had a sort of radar feature that would reveal the sites only when in LOS, but I want the sites to be just regular-revealed. Any thoughts?
 
Well I fixed the problem. Turns out the TriggersArchaologicalSites tag in <Technologies> had to be set to true (didn't discover this until I was browsing through the Techs for a completely different problem). I was unaware of such a trigger, but I set it to true in the SQL script, fixing the problem. So I guess technically everyone was right (The problem could've been solved with the upload of the project file, even though I don't have a Technologies.XML file because that can be defined in a <Technologies> table, BUT the trigger can be easily set in the SQL file, SO it wasn't really necessary).

And insert Futurama Technically Correct meme:

(I'm not gonna post it, somebody else post it).
 
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