New TechTree creation

Allein

Warlord
Supporter
Joined
Mar 3, 2004
Messages
168
Location
Quebec
Hello everybody!
I'm working on a mod and I'm completly redoing the tech tree, so far I put everything in one tech at the beginning and delete the entire tech tree. But there goes my problem, when I add some new tech I'm able to say UITreeRow =''0'' for the Y axis, but I can seem to specify an X axis... Even if there is Prequire Tech put in, the links works but they show it pile off on one over the other.
 
The X-Axis is maintained automatically by the game, based on their costs. Cheapest technologies go to the left, most expensive ones to the right, only those that cost exactly the same share a column.

Haven't specifically played around with multiple eras, but logically I'd guess it's era-internal only.

Convenient, but restrictive.
 
Could you please explain how you are able to make the game load a custom tech tree instead of the one in Technologies.xml?
 
You need to create a file in your MyGames/CivilizationVI/Mods, then you add a .modinfo file that you create see that tutorial (http://forums.civfanatics.com/threads/modinfo-structure.600766/) and you can help yourself with mods already created in the scenario files. Then you create an .xml or .sql use the one you want to modify the tech tree, base your modification upon the Technologies.xml . And mod like in Civ 5.
What I did since I was making a whole new tree, all I did, I created a new tech to moved out every unit, building, district, improvement, resources. Then I could delete all the techs and restart from scratch.
 
Back
Top Bottom