After careful reading Kaels Guide and adding several testing technologies into the game, I thought it is time to start what I really want: Building a complete new tech tree from scratch. And the problems began...
As the amount of dependencies between the "Rule-Tables" is sheer endless just deleting the technologies.xml and adding a new one wouldn't work. So the plan is point all tech references to one dummy tech, then building a new tech tree.
Obviously the old techs had to disappear, so I tried my luck with <Delete />
According to Kaels Guide if I use:
<Technologies>
<Delete />
</Technologies>
Then it should delete all entries in the Technology Table and I should be able to add new stuff to it. So in theory if I set it up like this:
<Technologies>
<Delete />
<<copy+paste full content of original Technology-Table>>
</Technologies>
it should wipe the Technologies data-table clean and then populate it with the exact same data. The game should fire up without any problems (at least with my logic). But in practice I receive every time a CTD whenever I try to load the mod.
I cross-checked whether it is a problem with my installation:
- normal games start fine
- Kaels Civ Mod loads fine
On the project action the xml file is correctly implemented with
OnModActivated UpdateDatabase setuptechnologies.xml
I juggled around when to use the delete order and tried this:
<Technologies>
<Delete />
</Technologies>
<Technologies>
<<copied full content of original Technology-Table>>
</Technologies>
or puting the delete order into a different .xml file with these adjustments on the mod properties:
OnModActivated UpdateDatabase deletetechnologies.xml
OnModActivated UpdateDatabase setuptechnologies.xml
But nothing helps... there is CTD every time.
I checked the database.log file but it doesn't look any different than what appears normally.
Just now i also tried to add technology flavor and technology preq tables to my .xml file in case <Delete /> also wipes these clean. Same results.
So do you think that it is strange that it doesn't work? Now it get's way better:
When I do the EXACT same steps with civilizations:
<Civilizations>
<Delete />
<<copied full content of original Civilization-Table>>
</Civilizations>
..it works flawless. And all further changes on the table have been integrated into the game.
So what I'm missing here?
As the amount of dependencies between the "Rule-Tables" is sheer endless just deleting the technologies.xml and adding a new one wouldn't work. So the plan is point all tech references to one dummy tech, then building a new tech tree.
Obviously the old techs had to disappear, so I tried my luck with <Delete />
According to Kaels Guide if I use:
<Technologies>
<Delete />
</Technologies>
Then it should delete all entries in the Technology Table and I should be able to add new stuff to it. So in theory if I set it up like this:
<Technologies>
<Delete />
<<copy+paste full content of original Technology-Table>>
</Technologies>
it should wipe the Technologies data-table clean and then populate it with the exact same data. The game should fire up without any problems (at least with my logic). But in practice I receive every time a CTD whenever I try to load the mod.
I cross-checked whether it is a problem with my installation:
- normal games start fine
- Kaels Civ Mod loads fine
On the project action the xml file is correctly implemented with
OnModActivated UpdateDatabase setuptechnologies.xml
I juggled around when to use the delete order and tried this:
<Technologies>
<Delete />
</Technologies>
<Technologies>
<<copied full content of original Technology-Table>>
</Technologies>
or puting the delete order into a different .xml file with these adjustments on the mod properties:
OnModActivated UpdateDatabase deletetechnologies.xml
OnModActivated UpdateDatabase setuptechnologies.xml
But nothing helps... there is CTD every time.
I checked the database.log file but it doesn't look any different than what appears normally.
Just now i also tried to add technology flavor and technology preq tables to my .xml file in case <Delete /> also wipes these clean. Same results.
So do you think that it is strange that it doesn't work? Now it get's way better:
When I do the EXACT same steps with civilizations:
<Civilizations>
<Delete />
<<copied full content of original Civilization-Table>>
</Civilizations>
..it works flawless. And all further changes on the table have been integrated into the game.
So what I'm missing here?