Possible fix for Manpower-Tech Loop- Loading Time- Advancement Screen

When i apply the fix the tech tree is empty. I can perform research though, but all the available techs are missing descriptions. I can also research mechanized infantry in the ancient era.
 
When i apply the fix the tech tree is empty. I can perform research though, but all the available techs are missing descriptions. I can also research mechanized infantry in the ancient era.

I have not experienced this in any of my play tests, but I will try to look into why it is happening with your game.

Just to check, do you have any other mods installed, and when you installed the fix, did you empty the cache and moduserdata folders? At this point all I can suggest is to do a fresh install of CCTP(delete old mod first), then apply the fix and delete the caches and moduserdata and try that.

Could you possibly post your database log if you have logging enabled. If I find anything I will let you know.

Thanks for letting me know.
 
When I first tried my tech tree didn't show anything but lines, but then I bought the Polynesian DLC and when I played again the tech tree was there.

Hope that might help.
 
I started with a fresh install and am able to see the tree, and not finding any ancient era techs that allow mech infantry.

Is any one else having this problem so I can get an idea where to look?

Well when you first start the mod you are given a free tech to choose from which is ok but the problem is that one of the free tech choices available to you Is electronics which when chosen by you or the ai it automatically advances you to the modern era.

This makes things interesting to say the least the thing i see the most is the ai spamming a bunch of great generals and use them to take ancient era cities because the great generals in the modern era have a strength of 60 which easily conquers any city walls or not in the ancient era which to me is not a good thing at all. I seen ai civs use this tactic to wipe out entire civs right of the map using one or two great generals.
 
Well when you first start the mod you are given a free tech to choose from which is ok but the problem is that one of the free tech choices available to you Is electronics which when chosen by you or the ai it automatically advances you to the modern era.

This makes things interesting to say the least the thing i see the most is the ai spamming a bunch of great generals and use them to take ancient era cities because the great generals in the modern era have a strength of 60 which easily conquers any city walls or not in the ancient era which to me is not a good thing at all. I seen ai civs use this tactic to wipe out entire civs right of the map using one or two great generals.

The free tech choices should be fire and rituals. In all my tests I have not had any other choices.

I haven't edited or modified anything to do with these choices (the only techs I modified were related to the loops), so if you are getting electronics as a choice I can only guess either there is another mod with a conflict, or a problem with your original install of CCTP.

I'll be out of town this weekend, but I'll take a laptop and if I have any time I'll look over the files and see if maybe there's something I'm missing(wouldn't be unusual:crazyeye:).
 
I have not experienced this in any of my play tests, but I will try to look into why it is happening with your game.

Just to check, do you have any other mods installed, and when you installed the fix, did you empty the cache and moduserdata folders? At this point all I can suggest is to do a fresh install of CCTP(delete old mod first), then apply the fix and delete the caches and moduserdata and try that.

Could you possibly post your database log if you have logging enabled. If I find anything I will let you know.

Thanks for letting me know.

I have other mods installed but they are disabled, only using cctp. I tried a fresh install of cctp with the fix, whiped the cashes and moduserdata, but got the same result.
 
I have other mods installed but they are disabled, only using cctp. I tried a fresh install of cctp with the fix, whiped the cashes and moduserdata, but got the same result.

Do you have the Polynesian DLC? The only way I was able to recreate the empty tech tree was by disabling that DLC. I'm not sure why the lack of that paticular DLC would effect tech tree, perhaps Gilga would know.

The dlc folder in CCTP isn't currently activated, but I tried deleting it just to see(which used to help a long time ago), but that didn't fix it. I look into it more

Thanks
 
In CCTP every civ specific improvement can be build by any civ.

This can be a problem if you doesnt have the rights dlc.

To fix this i wrote some lines to remove the improvements from the game,
Iam not sure if i already included this in the avaible version.

Spoiler :
<Update>
<Set SpecificCivRequired="NULL" CivilizationType="NULL" />
<Where Type="IMPROVEMENT_TERRACE_FARM" />
</Update>
<Update>
<Set SpecificCivRequired="NULL" CivilizationType="NULL" />
<Where Type="IMPROVEMENT_MOAI" />
</Update>
<Update>
<Set SpecificCivRequired="NULL" CivilizationType="NULL" />
<Where Type="IMPROVEMENT_POLDER" />
</Update>
<Update>
<Set SpecificCivRequired="NULL" CivilizationType="NULL" />
<Where Type="IMPROVEMENT_CHATEAU" />
</Update>
<Update>
<Set SpecificCivRequired="NULL" CivilizationType="NULL" />
<Where Type="IMPROVEMENT_BRAZILWOOD_CAMP" />
</Update>
<Update>
<Set SpecificCivRequired="NULL" CivilizationType="NULL" />
<Where Type="IMPROVEMENT_KASBAH" />
</Update>
<Update>
<Set SpecificCivRequired="NULL" CivilizationType="NULL" />
<Where Type="IMPROVEMENT_FEITORIA" />
</Update>


The easiest way is to find the entries for the improvements and just remove the update from the mod.

In your case for the poly, the moai improvement.
This should fix the problem with the techtree.
If not let me know....
 
The free tech choices should be fire and rituals. In all my tests I have not had any other choices.

I haven't edited or modified anything to do with these choices (the only techs I modified were related to the loops), so if you are getting electronics as a choice I can only guess either there is another mod with a conflict, or a problem with your original install of CCTP.

I'll be out of town this weekend, but I'll take a laptop and if I have any time I'll look over the files and see if maybe there's something I'm missing(wouldn't be unusual:crazyeye:).

Okay update i found the culprit it was the medmod v5 mod that was causing the issue. It is a shame really as i think medmod is fantastic but i like cctp more so i disabled medmod. Maybe something you guys can look into in the future regarding the tech bug when using both mods. Thanks.
 
Okay update i found the culprit it was the medmod v5 mod that was causing the issue. It is a shame really as i think medmod is fantastic but i like cctp more so i disabled medmod. Maybe something you guys can look into in the future regarding the tech bug when using both mods. Thanks.

I'm not familiar w/ that mod, but they must alter the same table causing the conflict. Right now I'm trying to figure out an issue w/ some resources, but when I have a chance I'll try to look over that mods files, I may not be able to implement a change in CCTP, as it may negatively effect those w/o the mod, and I'm not sure how Gilga would feel about it, but I may at least be able to put up a file you can add to yours to negate the conflict.
 
Okay update i found the culprit it was the medmod v5 mod that was causing the issue. It is a shame really as i think medmod is fantastic but i like cctp more so i disabled medmod. Maybe something you guys can look into in the future regarding the tech bug when using both mods. Thanks.

Okay, I looked at the mod. It has a tech file that alters alot of the game techs, the problem is CCTP completely rebuilds the tech tree and adds a lot more techs. There is an easy fix though. I don't know if you download from civ fanatics of subscribed on steam, but here's what you have to do. If you did steam then unsubscribe, delete the mod and download it here: http://forums.civfanatics.com/showthread.php?p=13214860#post13214860

You have to do this so steam doesn't re-install the original.
Once you do that, or if you didn't have steam version, just go to the mod folder and delete Tech.xml.

This should remove the issue you were having, and as far as I can tell, it shouldn't effect the rest of the mod as all it did was modify costs, flavors, prereq and such.

One more thing, in the Kremlin.xml file it has a column <CombatClass>, this is not a column in the <Building_UnitCombatProductionModifiers> table. It should be <UnitCombatType>. If you wanted to fix that just open the file and replace the four instances of CombatClass with UnitCombatType.

good luck.
 
Okay, I looked at the mod. It has a tech file that alters alot of the game techs, the problem is CCTP completely rebuilds the tech tree and adds a lot more techs. There is an easy fix though. I don't know if you download from civ fanatics of subscribed on steam, but here's what you have to do. If you did steam then unsubscribe, delete the mod and download it here: http://forums.civfanatics.com/showthread.php?p=13214860#post13214860

You have to do this so steam doesn't re-install the original.
Once you do that, or if you didn't have steam version, just go to the mod folder and delete Tech.xml.

This should remove the issue you were having, and as far as I can tell, it shouldn't effect the rest of the mod as all it did was modify costs, flavors, prereq and such.

One more thing, in the Kremlin.xml file it has a column <CombatClass>, this is not a column in the <Building_UnitCombatProductionModifiers> table. It should be <UnitCombatType>. If you wanted to fix that just open the file and replace the four instances of CombatClass with UnitCombatType.

good luck.

Wow thanks alot man your awesome. I try to find sometime to tested later. Thanks again.
 
In CCTP every civ specific improvement can be build by any civ.

This can be a problem if you doesnt have the rights dlc.

To fix this i wrote some lines to remove the improvements from the game,
Iam not sure if i already included this in the avaible version.

Spoiler :
<Update>
<Set SpecificCivRequired="NULL" CivilizationType="NULL" />
<Where Type="IMPROVEMENT_TERRACE_FARM" />
</Update>
<Update>
<Set SpecificCivRequired="NULL" CivilizationType="NULL" />
<Where Type="IMPROVEMENT_MOAI" />
</Update>
<Update>
<Set SpecificCivRequired="NULL" CivilizationType="NULL" />
<Where Type="IMPROVEMENT_POLDER" />
</Update>
<Update>
<Set SpecificCivRequired="NULL" CivilizationType="NULL" />
<Where Type="IMPROVEMENT_CHATEAU" />
</Update>
<Update>
<Set SpecificCivRequired="NULL" CivilizationType="NULL" />
<Where Type="IMPROVEMENT_BRAZILWOOD_CAMP" />
</Update>
<Update>
<Set SpecificCivRequired="NULL" CivilizationType="NULL" />
<Where Type="IMPROVEMENT_KASBAH" />
</Update>
<Update>
<Set SpecificCivRequired="NULL" CivilizationType="NULL" />
<Where Type="IMPROVEMENT_FEITORIA" />
</Update>


The easiest way is to find the entries for the improvements and just remove the update from the mod.

In your case for the poly, the moai improvement.
This should fix the problem with the techtree.
If not let me know....

I tried adding the code to the game, but when I tested it w/ the poly dlc deactivated, I couldn't research anything, the tree was blank(except for a few random techs) and side popup was totally blank.
 
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