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MadDjinns Tech tree (mod) 2.21

Hi MadDjinn,

I have come across a ctd with this mod and the new civ patch. Here are the logs:

Modding log:

[2150486.149] Status: Applying Component - Mads Tech Tree (madstechtreeComponent)
[2150486.149] Status: Creating database save point.
[2150486.149] Status: UpdateDatabase - Loading madstechtree.xml
[2150486.160] Warning: UpdateDatabase - Error Loading XML.
[2150486.160] Status: Successfully released save point.
[2150486.160] Status: Applied component to game.


Database log:

[2150486.160] [Gameplay] ERROR: UNIQUE constraint failed: TechnologyPrereqs.Technology, TechnologyPrereqs.PrereqTech
[2150486.160] [Gameplay]: While executing - 'UPDATE TechnologyPrereqs SET "PrereqTech" = ? WHERE "Technology" = ?;'
[2150486.160] [Gameplay] ERROR: Database::XMLSerializer (madstechtree.xml): There was an error executing the update statement! See Database.log for details.
[2150486.160] [Gameplay] ERROR: UNIQUE constraint failed: TechnologyPrereqs.Technology, TechnologyPrereqs.PrereqTech
[2150486.160] [Gameplay]: In XMLSerializer while updating table TechnologyPrereqs from file madstechtree.xml.

Playing prior to patch, no problems. Disabling this mod and playing with patch, no problems. I hope this helps you pinpoint the conflict


Ok, I'll have to go in and rebreak the new change. The ctd is due to the new connection being between two techs that are not capable of connecting in the mod version and the way I broke them for that specific tech (replaceable parts) wasn't sufficient.

Edit: to wit... the ctd is because the system does not like crossing the streams. (Lines drawn in this case)
 
Guess they like their swim lanes

Dont-cross-the-streams.jpg
 
Yes. I'm not home yet, so I'll fix it later tonite probably.

It should be only a one ish line change. I'll probably also look at adding the mod into the cfc component library properly, rather than just as a link.
 
yeah, found time to check it and fix it (one line that removes their change).

I'm going to see about uploading it as a mod component, rather than it's own 'thread'. but here it is for now.

Happy Thanksgiving!


Thanks!
 
I'm not sure if I missed anything, but it looks like the content from your old mod and the new one is the same?? What did you change that I missed?!
 
I would suggest creating more key technologies. Means that all technologies in one era lead to one key technologie you need for the next. I think this mechanic of multiple ways to the next era leads to very strange curcumstances. I am in modern age and all my skyscrapers are lighting up, but I have not even researched coal or electricity. I think such makes the game even more ridicoulus to call it "Civilization". And coal is an component of gunpowder althought it is researched later. I am also not sure with mass production. I miss the manufactories. Printing is to weak on its position. It should be on the niveau of education. I think the total tech tree needs a rework so it makes more sense and forces you to key technologies.
 
I'm going to revisit this mod and check for any other changes that are needed.

Other than making archery a prerequisite to horseback riding (and personally I think moving Saka horse archers there) are there any other changes people would like to see?
 
Something that makes the AI build planes. I miss dogfights :(

Perhaps make biplanes free to build (no aerodrome req.). I don't know if that would help them go to fighters (there are still and should be req. for that) but perhaps a step on the way. Although I don't know if there is any easy solution for that. Your mod is actually quite good. This would be one of the few things.
 
What I did was that I modified the AI Air Force mod so it only skips the aerodrome requirement for building air units (the mod originally changes all sorts of air stats). Funny thing, I tested it with Autoplay to see if it works and the AI build air and eventually it also builds aerodromes. Strange. Perhaps the AI got an incitament for building them, like a chatch 22 thing. They don't bother building them because they don't have air units and they can't build air units without them. Now if you skip the requirement, they build air units and also builds the aerodrome.
 
I'm going to revisit this mod and check for any other changes that are needed.

Other than making archery a prerequisite to horseback riding (and personally I think moving Saka horse archers there) are there any other changes people would like to see?

I have been exclusively using your tech tree for some time now and I want to experiment with a small change. I gave it a couple of tries but was not successful, hoping you can help.
-Remove mining prerequisite from masonry
-make masonry a prerequisite for astrology
-move masonry to second line (-2 ?)

I'm hoping this will allow the religious civs to build up some more defense before they start spending a majority of their production on religion.
 
The Australian Summer patch made the following changes to the tech tree:

Tech Tree balance. Adding several prerequisites to address paths through the tree that were too quick and led to era transitions too early.
  • Horseback Riding now requires Archery. Archery is no longer a leaf tech.
  • Stirrups is now in the late Medieval era and costs 390 (was early Medieval and cost 300).
  • Industrialization now requires Square Rigging.
  • Scientific Theory now requires Banking.
  • Steel now requires Rifling.
  • Computers now requires Radio.
 
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