Moving guild and stopping tech era!

Selklubber

Chieftain
Joined
Aug 19, 2008
Messages
4
Hello

I am trying to make a mod that stops the tech from progressing into the medieval age and also moving guilds to the classical era. I have one file copied from FrenchCorsair that should stop the eras. The other file tries to move guilds to the classical era, after optics.

Problem is, it doesn't work. I've tried googling and using indiestone's tree editor, but I think it's outdated. The mod loads in the game without crashing, but it doesn't do anything. I've set the On Action -> Load file stuff in modbuddy. Any help would be good! :)

File 1:
Code:
<GameData>
	<Technology_PrereqTechs>
		<Row>
			<TechType>TECH_GUILDS</TechType>
			<PrereqTech>TECH_MATHEMATICS</PrereqTech>
		</Row>
	</Technology_PrereqTechs>
	<Technologies>
		<Update>
			<Where Type="TECH_GUILDS" />
			<Set Era="ERA_CLASSICAL" GridX="4" GridY="5" />
		</Update>
	</Technologies>
</GameData>

File 2:
Code:
<?xml version="1.0" encoding="utf-8"?>
<GameData>
	<Technologies>
		<Update>
			<Where Era="ERA_MEDIEVAL" />
			<Set Disable="1" />
		</Update>
		<Update>
			<Set Disable="1" />
			<Where Era="ERA_RENAISSANCE" />
		</Update>
		<Update>
			<Set Disable="1" />
			<Where Era="ERA_INDUSTRIAL" />
		</Update>
		<Update>
			<Set Disable="1" />
			<Where Era="ERA_MODERN" />
		</Update>
		<Update>
			<Set Disable="1" />
			<Where Era="ERA_POSTMODERN" />
		</Update>
		<Update>
			<Set Disable="1" />
			<Where Era="ERA_FUTURE" />
		</Update>
		<Update>
			<Set Disable="0" />
			<Where Type="TECH_FUTURE_TECH" />
		</Update>
	</Technologies>
</GameData>
 
You have spaces before /> remove them an try again.

Irrelevant

Problem is, it doesn't work.

Works perfectly for me, which leads me to guess that after enabling the mod you clicked the Back button and not the NEXT button to start the game - see step 8 onwards of http://forums.civfanatics.com/showthread.php?t=465972

BTW you also need to delete the dependancy from Currency to Guilds

Code:
	<Technology_PrereqTechs>
		[COLOR="Red"]<Delete TechType="TECH_GUILDS" />[/COLOR]
		<Row>
			<TechType>TECH_GUILDS</TechType>
			<PrereqTech>TECH_MATHEMATICS</PrereqTech>
		</Row>
	</Technology_PrereqTechs>
 
Irrelevant



Works perfectly for me, which leads me to guess that after enabling the mod you clicked the Back button and not the NEXT button to start the game - see step 8 onwards of http://forums.civfanatics.com/showthread.php?t=465972

BTW you also need to delete the dependancy from Currency to Guilds

Code:
	<Technology_PrereqTechs>
		[COLOR="Red"]<Delete TechType="TECH_GUILDS" />[/COLOR]
		<Row>
			<TechType>TECH_GUILDS</TechType>
			<PrereqTech>TECH_MATHEMATICS</PrereqTech>
		</Row>
	</Technology_PrereqTechs>

Okay, now guilds are in the right place in classical era and with correct techs needed. But guilds are still locked like it was in the medieval era. All the medieval techs are locked, including guilds which is in the classical era. What's wrong with my code here?
Code:
	<Technologies>
		<Update>
			<Where Type="TECH_GUILDS" />
			<Set Era="ERA_CLASSICAL" GridX="4" GridY="5" />
		</Update>
	</Technologies>
 
At a guess your mod actions File 2 then File 1 (so file 2 locks guilds in the Medieval, and then file 1 moves the locked Guilds tech into the Classical era)
 
Sweet! That fixed it, thanks man! Now I just have to figure out how to move embarking on oceans to optics, but I'll do that later! :)
 
IIRC, set this to 0 on astronomy and 1 on optics (don't use false as it doesn't work in updates)

<EmbarkedAllWaterPassage>true</EmbarkedAllWaterPassage>
 
Sweet! That fixed it, thanks man! Now I just have to figure out how to move embarking on oceans to optics, but I'll do that later! :)

Hello everyone,

I am quite fortunate to have found this thread, as I too have been privately working on an improved version of FrenchCorsair's 'End in Ancient Era' mod.

Selklubber, I think you and I have a similar idea. :p I too have been trying to move technologies and structures out of the medieval era, that still make sense in the ancient era: things like harbors, open border treaties, etc. I think what will result will be a very lite, 'Play through Ancient History' type scenario, and just needs to be combined with any available Europe map with correctly embedded start locations, as well as any other mods a player cares to combine with it. :D

Moving the Guilds technology over was inherently one of my first priorities, as you absolutely need to have the ability for cities to just produce wealth, otherwise you are stuck just producing random units/structures and immediately selling them upon production. Or perhaps there is a way to advance turns without cities producing anything.....?

However, before we develop further strategies I am having trouble getting the mod discussed in this thread working for me. Although I consider myself a decent computer learner, I admit that I am very new to this type of modification process, and could use some assistance. :confused:

Currently, the mod I have loaded blocks out everything in the medieval period and beyond, but I cannot get the Guilds tech to move to the Ancient Era or be unlocked. :mad:

Please let me know your suggestions or if you would like for me to post any details on what I have currently trying to run; Ive subscribed to this thread.

Your assistance is greatly appreciated, and I look forward to getting more involved with this community. :)
 
Hello everyone,

I am quite fortunate to have found this thread, as I too have been privately working on an improved version of FrenchCorsair's 'End in Ancient Era' mod.

Selklubber, I think you and I have a similar idea. :p I too have been trying to move technologies and structures out of the medieval era, that still make sense in the ancient era: things like harbors, open border treaties, etc. I think what will result will be a very lite, 'Play through Ancient History' type scenario, and just needs to be combined with any available Europe map with correctly embedded start locations, as well as any other mods a player cares to combine with it. :D

Moving the Guilds technology over was inherently one of my first priorities, as you absolutely need to have the ability for cities to just produce wealth, otherwise you are stuck just producing random units/structures and immediately selling them upon production. Or perhaps there is a way to advance turns without cities producing anything.....?

However, before we develop further strategies I am having trouble getting the mod discussed in this thread working for me. Although I consider myself a decent computer learner, I admit that I am very new to this type of modification process, and could use some assistance. :confused:

Currently, the mod I have loaded blocks out everything in the medieval period and beyond, but I cannot get the Guilds tech to move to the Ancient Era or be unlocked. :mad:

Please let me know your suggestions or if you would like for me to post any details on what I have currently trying to run; Ive subscribed to this thread.

Your assistance is greatly appreciated, and I look forward to getting more involved with this community. :)

I just did what whoward posted to me. But if you have used modbuddy, you have to choose what file it loads first. Try putting the file where you move guilds to the top of the list.
 
I just did what whoward posted to me. But if you have used modbuddy, you have to choose what file it loads first. Try putting the file where you move guilds to the top of the list.

Selklubber et al,

In the Properties section of the Mod, under 'Actions' this is (roughly) what I currently have:

OnModActivated
|
|
----- Update Database - XML/GameRules.xml
|
|
----- Update Database - XMLGameRules2.xml


Is this the correct configuration? Should I have the mod loaded in a different way? Or are you talking about an entirely different aspect of the mod?

Thanks again for helping me out. :)
 
Bump. Please see previous regarding my issue with getting the mod to work on my system - is this the correct configuration?
 
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