How to update technologies?

My (hopefully related question) is that how can I prevent the game from crashing if I go to delete a technology? I deleted the Future Tech to just practice and it keeps crashing. Maybe somebody could help clear this up. Thanks.
 
You cannot delete technologies (among other things) as they are hardcoded.

I have a question though.. how do you =add= a new tech? Not update techs? I select a position on the grid, grant it the appropriate attributes and it shows up.. but.. it prevents navigation of the tree.
 
My (hopefully related question) is that how can I prevent the game from crashing if I go to delete a technology? I deleted the Future Tech to just practice and it keeps crashing. Maybe somebody could help clear this up. Thanks.

Instead of deleting techs, just remove their prerequisites. Pretty much the same thing.

You cannot delete technologies (among other things) as they are hardcoded.

I have a question though.. how do you =add= a new tech? Not update techs? I select a position on the grid, grant it the appropriate attributes and it shows up.. but.. it prevents navigation of the tree.

You rearrange all the other tech around it if you have to.

Here is an example of a random cutout from amidst my giant Technologies file:

Spoiler :
<Update>
<Set GridX="9"/>
<Where Type="TECH_STEEL"/>
</Update>
<Update>
<Set GridY="8"/>
<Where Type="TECH_STEEL"/>
</Update>
<Row>
<Type>TECH_NATIONALISM</Type>
<Cost>35</Cost>
<Description>TXT_KEY_TECH_NATIONALISM_TITLE</Description>
<Civilopedia>TXT_KEY_TECH_NATIONALISM_DESC</Civilopedia>
<Help>TXT_KEY_TECH_NATIONALISM_HELP</Help>
<Era>ERA_RENAISSANCE</Era>
<Trade>true</Trade>
<GoodyTech>true</GoodyTech>
<GridX>10</GridX>
<GridY>1</GridY>
<Quote>TXT_KEY_TECH_NATIONALISM_QUOTE</Quote>
<PortraitIndex>0</PortraitIndex>
<IconAtlas>TECH_ATLAS_1</IconAtlas>
<AudioIntro>AS2D_TECH_AGRICULTURE</AudioIntro>
<AudioIntroHeader>AS2D_HEADING_TECH_AGRICULTURE</AudioIntroHeader>
</Row>
<Update>
<Set GridX="10"/>
<Where Type="TECH_SCIENTIFIC_THEORY"/>
</Update>
<Update>
<Set GridY="4"/>
<Where Type="TECH_SCIENTIFIC_THEORY"/>
</Update>


There probably isn't a tech on my tree that I haven't moved somewhere else, just to make room for everything.

Also you have to ensure that the pipes are all in order, which is a real pain in the butt.

Spoiler :
<Row>
<TechType>TECH_STEEL</TechType>
<PrereqTech>TECH_BLAST_FURNACE</PrereqTech>
</Row>
<Row>
<TechType>TECH_NATIONALISM</TechType>
<PrereqTech>TECH_CONSTITUTION</PrereqTech>
</Row>
<Row>
<TechType>TECH_NATIONALISM</TechType>
<PrereqTech>TECH_MILITARY_TRADITION</PrereqTech>
</Row>
<Row>
<TechType>TECH_SCIENTIFIC_THEORY</TechType>
<PrereqTech>TECH_NAVIGATION</PrereqTech>
</Row>
<Row>
<TechType>TECH_SCIENTIFIC_THEORY</TechType>
<PrereqTech>TECH_PRINTING_PRESS</PrereqTech>
</Row>
<Row>
<TechType>TECH_SCIENTIFIC_THEORY</TechType>
<PrereqTech>TECH_CALCULUS</PrereqTech>
</Row>



Adding in 1 tech is easy if you have space for it somewhere where the prereqs line up. If you have to make room, it can get a little messy. If you have to move everything to add dozens of techs, god help you. :p
 
There is plenty of room on the grid, and it doesn't have a pre-req so there is no pipe to line up. What happens when you try to add a new tech to 0,0 on the grid? Does it let you navigate the tree still?

Edit: actually nevermind it's working now. I have no idea what I changed!!
 
I didn't!


This thread is about:

<Update>
<Set Era="ERA_RENNAISSANCE"/>
<Where Type="TECH_STEAM_POWER"/>
</Update>
<Update>
<Set Era="ERA_RENAISSANCE"/>
<Where Type="TECH_BIOLOGY"/>
</Update>

Someone tell me how to fix this! Do I need some disable/delete command before I update the tech's era, or what?

You have no idea how close I am to a tech tree containing 45 more tech than the Vanilla civ 5 tech tree! It is practically ready to show!

You know you want it! Give me the last piece to the puzzle!

I could not see anything wrong with that code so i gave it a go with:

Spoiler :

<GameData>
<Technologies>
<Update>
<Set Era="ERA_RENAISSANCE"/>
<Where Type="TECH_BIOLOGY"/>
</Update>​
</Technologies>
</GameData>



As screen shot shows the Biology tech is now set to renaissance era as the era bar at the top has expanded. Also as we can see the Steam Power Technology is now in the wrong place so would need its GridX value changing (+1 in this case) so that it is now under the industrial era.
 
I could not see anything wrong with that code so i gave it a go with:

Spoiler :

<GameData>
<Technologies>
<Update>
<Set Era="ERA_RENAISSANCE"/>
<Where Type="TECH_BIOLOGY"/>
</Update>​
</Technologies>
</GameData>



As screen shot shows the Biology tech is now set to renaissance era as the era bar at the top has expanded. Also as we can see the Steam Power Technology is now in the wrong place so would need its GridX value changing (+1 in this case) so that it is now under the industrial era.

Strange, when I did both it never moved the era for them...

Well thanks for confirming the correct language for me! :)
 
It works! :)

I see what was tripping me up too.

The tech tree biases the eras forward. So basically ancient tries to push as far up as it can, so if there is an ancient tech in medieval, then ancient will take all that ground and push everything out of whack.

So basically when I tried making Biology and Steam Power Renaissance, it would have none of it. It would have been better had I moved Sci theory and whatnot into industrial.

Oh well, lesson learned. :)

Now I have to update the costs for all my techs, and find someone who knows about Icon making.
 
Instead of deleting techs, just remove their prerequisites. Pretty much the same thing.

Okay, but wouldn't removing their prerequisites make them available from the start of the game?
 
Okay, but wouldn't removing their prerequisites make them available from the start of the game?

Actually you are right, what was I thinking.

I did something in my tinkering, and it accidentally left particle physics out there hanging in the wind....

The prereqs on it were misspelled, so nothing led to it and it didn't lead to anything, and I couldn't research it...

Not sure why it did that, I just fixed it.

I will have to think on this.
 
Actually you are right, what was I thinking.

I did something in my tinkering, and it accidentally left particle physics out there hanging in the wind....

The prereqs on it were misspelled, so nothing led to it and it didn't lead to anything, and I couldn't research it...

Not sure why it did that, I just fixed it.

I will have to think on this.

It's stupid, in my opinion, to hail the game as "the most moddable out there" when you can't do something as simple as delete a technology! All I want to do is gut out the entire tech tree after Classical, and rebuild it from there (my mod is based entirely in the Classical Era). Future Tech doesn't provide any bonuses, so removing it shouldn't cause problems with referencing, but it still crashes! :(
 
It's stupid, in my opinion, to hail the game as "the most moddable out there" when you can't do something as simple as delete a technology! All I want to do is gut out the entire tech tree after Classical, and rebuild it from there (my mod is based entirely in the Classical Era). Future Tech doesn't provide any bonuses, so removing it shouldn't cause problems with referencing, but it still crashes! :(

If all you need is a tech tree that stops in classical, there are mods in the modhub that sets the end era for you. You can have it end in Classical, Industrial, etc.

You could make a classical tech tree that spans 100 columns wide, as long as they are all ERA_CLASSICAL, then it would all be one era. You could then apply the Era mod to end the game in Classical.


For just about everyone else, the inability to delete techs isn't all that big of a problem. If you are going to mod an entire tech tree, it is better just to reuse the current techs and place them where you need them, since they already come with flavorful things like icon art, audio quotes, etc.
 
If all you need is a tech tree that stops in classical, there are mods in the modhub that sets the end era for you. You can have it end in Classical, Industrial, etc.

You could make a classical tech tree that spans 100 columns wide, as long as they are all ERA_CLASSICAL, then it would all be one era. You could then apply the Era mod to end the game in Classical.


For just about everyone else, the inability to delete techs isn't all that big of a problem. If you are going to mod an entire tech tree, it is better just to reuse the current techs and place them where you need them, since they already come with flavorful things like icon art, audio quotes, etc.


I'll check out the classical tech tree mod, see exactly how it looks. Thanks.

Alright, thanks for all the help, this is fine, I'll disable all those techs and start building my tech tree from there. The help was appreciated!
 
I'll check out the classical tech tree mod, see exactly how it looks. Thanks.

Alright, thanks for all the help, this is fine, I'll disable all those techs and start building my tech tree from there. The help was appreciated!

No problem. :)


I just finished adding descriptions and quotes to all my new techs... 8 hours of work. :twitch:
 
No problem. :)


I just finished adding descriptions and quotes to all my new techs... 8 hours of work. :twitch:

Awesome! I moved the entire medieval -> future to the right, moved future to classical, and now I have all the techs converging on future, and then future branches out to (unobtainable) medieval techs, and it looks great! Now I can start working on adding the techs I was planning on. And damn, tedious text/quote work. Yikes. :P
 
Awesome! I moved the entire medieval -> future to the right, moved future to classical, and now I have all the techs converging on future, and then future branches out to (unobtainable) medieval techs, and it looks great! Now I can start working on adding the techs I was planning on. And damn, tedious text/quote work. Yikes. :P

Yeah, super tedious. But honestly I have never found a game that was so easily moddable for a non-programmer. Love it. Been working on this stuff for 36 out of the last 72 hours. :p

Get a nice sense of accomplishment when you see the end result.

I will upload screens of my current progress and post them here.
 
Yeah, super tedious. But honestly I have never found a game that was so easily moddable for a non-programmer. Love it. Been working on this stuff for 36 out of the last 72 hours. :p

Get a nice sense of accomplishment when you see the end result.

I will upload screens of my current progress and post them here.

Yeah, I might too, I think I did a nice job for a first start. :)
 
Hmm, the print screen shows up in paint as a black box... Where do the print screen functions go in Win 7?

Edit: Nevermind, found them in the Civ 5 folder. And they are in TGA format.. -_-
 
The Future will be further worked on in, well the future. Now it is time to add units and buildings to the current techs.

If anyone has any suggestions or requests, let me know.

Tech1.jpg

Tech2.jpg

Tech3.jpg

Tech4.jpg

Tech5.jpg

Tech6.jpg
 
Well done! Very more complex than what I have done! I'm going to have to search through Civ III's old scenarios to get some ideas on some indepth classical techs.
 
Well done! Very more complex than what I have done! I'm going to have to search through Civ III's old scenarios to get some ideas on some indepth classical techs.

Thanks.

Yeah I am still looking for a copy of the Call to Power tech tree for when I start expanding the future even more.

My CtP copy won't run on Win 7. -_-
 
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