HELP!! Problem with Expanded and Re-ordered Tech Tree

FexFX

Prince
Joined
Nov 26, 2005
Messages
402
I have expanded my tech tree, and reorganized it.
I have plans for over 40 new techs...
But I have hit a snag after integrating just 4 new techs and 3 new buildings!

The buildings all work fine, but the Techs are refusing to recognize their prereqs!

Fishing should lead to Boat Building which leads to Sailing.
But both Boat Building and Sailing show no prereqs!

Since tesing this at home last night, I have made one tiny change this morning which is still untested and that is I have Changed any Civ that starts with The Wheel to start with Carpentry instead which now leads to The Wheel and is required to build a Shipwright which you get from Boat Building...

And furthermore, the arrows have all gone mad on the tech tree.

The order of techs is not significantly changed, their place on the tech chooser has changed however. They have been bumped horizontally to make room for new techs and have been moved vertically in most cases to accomodate the new layout...but now it seems to be having trouble determining what leads to what...

I have re-orderd the techs in the file to make them more logically placed in the main file...they now appear in order of collumn rather than the seemingly random order they originally appeared in...is that part of the problem? was their placement less random than I imagined?

The files can be found here:
http://forums.civfanatics.com/attachment.php?attachmentid=107524&d=1134575773

and

http://forums.civfanatics.com/attachment.php?attachmentid=107525&d=1134575789

I had to split it into two pieces to upload it.
 
lol im creating a similar mod :) already have both those techs in exactly where you said. :) lol except my tech tree has beenshifted about a bit. i guess your aware of the grid coordinates??

for example mysticysm has like 1,7 or somethig. This means on the tech advisor screen it will be in the first column and 7 slots down. If youre not using this i gues this is what you need.
 
CivalGanjaman said:
lol im creating a similar mod :) already have both those techs in exactly where you said. :) lol except my tech tree has beenshifted about a bit. i guess your aware of the grid coordinates??

for example mysticysm has like 1,7 or somethig. This means on the tech advisor screen it will be in the first column and 7 slots down. If youre not using this i gues this is what you need.

Yes, I have used the grid system to completely re-order the tree.
But its acting strangely.
 
Are you sure it's not showing the pre-requisites in the corners, rather than as arrows? I just bumped up against that problem, which confused me for a bit. I'm now trying to work out how to get it to show me arrows!
 
The Great Apple said:
Are you sure it's not showing the pre-requisites in the corners, rather than as arrows? I just bumped up against that problem, which confused me for a bit. I'm now trying to work out how to get it to show me arrows!

The arrows trick is simple
OrPrereq does arrows
AndPrereq does the pic in the corner.

The arrows are handled automatically by a .py file called CvTechChooser.py

Mine is just not working right...

I think re-ordering things has just freaked it out
 
Ok... I guess the arrows were simple.

However - I have just run up against the same problem as you. At the start of the tree the arrows are about right, but as the tree progresses the arrows get steadily worse. The game also doesn't recognise which techs are prequesites on my tech tree, despite what is in the xml file. It's really strange!

There's got to be something subtle going on inside this xml file...

EDIT: I just peeked in the Greek World and American Revolution techinfos file. It appears they've cheated there and just disabled all the techs they don't want. Looks like we only have one example to work with...
 
Finally! You see the problem!
:)
Mine starts at the very beginning tho!
Load up my mod if you wanna see a real mess of a tech tree!
 
I'll look into it later and see if there's anything I can do to help.
 
thanks any help is appreciated!
I have over 40 techs and buildings/units/stuff to go with em...
But this has put a grinding halt on my project...
If I can untangle this I should be able to implement everything within two weeks!
 
Well I've been adding my techs one by one. The first problem I came up against was when I first used multiple "or" branches stemming off the same tech. The game just didn't recognise the second tech added, no arrows, no prerequisite.

Now, if you look at the original tech file, it appears that the techs are listed in trees, in some way. It starts with Mysticism, and moves forward from there. I've not quite deciphered the pattern that the rest of the techs appear in, but it's quite a while before the next "tier 1" tech appears.

Now this seems to me to be a very strange way of doing it. I did it much like you did, and organised it by tiers - it seemed to make much more sence. Unfortunetely I won't be able to post until Monday, so I can't help much more.

Also, bear in mind I might be barking up the completely wrong tree.

Good luck!
 
I had a bad feeling it might be something like this...
in which case I no longer have a clue how to organize them...

I have looked and the order in the file begins to make sense...but...
It breaks down past a point...
For the first several techs it seems to be forming a branching tree...but then some techs are left behind like masonry...which is not addressed until around 7/8 of the way through the file.
 
I had some problems with my mod where new techs were available at the wrong time instead of only after the proper requirements. I started over from scratch and it worked. Either the tech file doesn't like comment tags, the "goody" tag makes prerequisites behave oddly, or something else happened that messed things up.
 
Well I am completely re-orging my XLS sheet that shows where the techs go to try and maintain the original placement of the original techs as much as possible. I will need to bump things down several collumns in most cases to add things in...but I think this will work...
Just doing the xls will take a day or so...
Then re gridding all of the existing techs to match will take another day...
Then I can begin trying to add in my new techs...
I dont know if I should add them all to the end or not tho.
 
There's no need for you to do that , wait until we figure out the problem and fix it. If there is no other solution , then take that step. I feel like I'm on to something and may have the problem fixed soon ...
 
OH .. MY .. :(

I just spent the past 4 hours trying to fix your problem. In addition to the x and y values for each tech, their actual placement order in the CIV4TechInfos.xml file also dictates which tech leads to what other tech.

Very interesting indeed. I'll keep trying to figure out what can be done about it, however.
 
I think I have a rough idea how this works...
Its a top down approach to figuring out which techs come first...
Which is going to make tech placement in the file really...uh...interesting...

I am already half way through my XLS chart re-orging how things are placed, and its just as well...I am making some new assumptions about how things are placed, and realizing it never would have worked the way it was originally laid out.

Granted my tech chart is going to be much...L...o...n...g..e..r...horizontally because I have decided to ditch the 17 row approach and stick to the original 14 row schema.

Things to note about the original tech chart which I believe are important...
There are never more than three leads exiting or entering a single tech.
Lines NEVER cross.
Lines never bend more than twice.

To keep things straight, this time my .xls is including the arrows...
and it has lead me to change things a bunch...
for example...theology no longer has an arrow going to it...
it only has ANDPREREQs, no ORPREREQ because honestly there is just no way to get an arrow from here to there because of intervening techs...
:)
Its all so clear to me now...

The reason for the ordering in the XML file I believes is related to multiline techs and how the lines should be ordered.
Note that the top tech on any multiline split is always listed first.
and then the second and then the third...
tho not always together...because sometimes the second or third do something funky with their lines that means they must be later down the file to avoide their lines getting tangled.
try to follow the logic without getting a headache, but I think you will see that the second or third line down on a single tech is always DOWN in the file from the first...
Get it?
Its hard to explain.
 
Huh? I added two techs near the end of the file. Both of them share x and y coordinates with another tech. Thus, the tech tree looks a little funky when viewed in-game, but otherwise it functions just fine.

I'm rather sure that order within the file and the x,y coords don't matter when it comes to prerequisites. The x,y just manages a form of display.
 
I am rather sure you are incorrect. (about the order not mattering)
If the lines are impossible or too many things are in the way of a prereq then it wont be able to connect them. This results in a programming disconnect.

Its really hard for me to put into words...
Try studying the order the are listed in the unaltered files.

The main reason you are having no problems is because the techs do share the same space...
That does not create a problem...

However looking at the tech info I just found a place where my theory breaks down...
Code of laws...
Philosophy is listed After Civil Service...this should NOT work...
sigh
Back to the drawing board!
 
I also reworked the coords and based it on the original 14 row schema... hard stuff.
 
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