Removing an Entire Era

Le Sage

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It seems like I've removed the entire Future Era. I want to post this here to get your opinions on it since I don't really think it can be this easy. I get no errors in-game or anything and the Future Era is completely gone from the Tech Tree. Can anyone confirm that this is done right?

PHP:
<?xml version="1.0" encoding="utf-8"?>
<!-- Created by ModBuddy on 10/21/2010 3:32:09 AM -->
<GameData>
	<!-- Remove the Future Era.		-->
	<Eras>
		<Delete Type="ERA_FUTURE" />
	</Eras>
	<!-- And its Techs.		-->
	<Technologies>
		<Delete Type="TECH_FUTURE_TECH" />
	</Technologies>
	<Technologies>
		<Delete Type="TECH_NANOTECHNOLOGY" />
	</Technologies>
	<Technologies>
		<Delete Type="TECH_NUCLEAR_FUSION" />
	</Technologies>
	<Technologies>
		<Delete Type="TECH_PARTICLE_PHYSICS" />
	</Technologies>
</GameData>
 
If it works and the game isn't crashing...why wouldn't it be correct?

Besides, you don't need to have <Technologies></Technologies> after every line. Just do
Code:
  <Technologies>
        <Delete Type="TECH_FUTURE_TECH" />
        <Delete Type="TECH_NANOTECHNOLOGY" />
        <Delete Type="TECH_NUCLEAR_FUSION" />
        <Delete Type="TECH_PARTICLE_PHYSICS" />
    </Technologies>

I am also surprised that you are able to delete techs without crashes. That confuses me, everytime I deleted Future Tech, the game crashed on load for me...what did you do different? O_O
 
Thanks for the tip!

I removed the Future Era in the same manner too, but it turns out that when I start a game, my civ starts off with Mechanized Infantry. This means, I will have to remove all the units as well. And buildings. I would hope there's an easier way to remove everything down to the Medieval Era than this...

Maybe I've done nothing different. Civ5 seems pretty unstable right now and seems to be moody on different peoples' machines. I've had no problems myself, so my machine and Civ get along together quite happily.
 
Actually, I just found that it's much easier indeed than what I first thought. You just have to Set Disable for every Era you don't need to 1 and off you go from there! Yay!

Edit: The above just disables the eras, as said. It does not remove them from sight, but it locks them, and it just makes it so that you cannot research beyond the Medieval era for example. Therefore I am currently removing all units, buildings and eras as I go, because I just don't want them to show up in my mod!
 
Actually, I just found that it's much easier indeed than what I first thought. You just have to Set Disable for every Era you don't need to 1 and off you go from there! Yay!

Edit: The above just disables the eras, as said. It does not remove them from sight, but it locks them, and it just makes it so that you cannot research beyond the Medieval era for example. Therefore I am currently removing all units, buildings and eras as I go, because I just don't want them to show up in my mod!

I just wanna be sure (I wanna start deleting stuff soon)...you're not having problems with game crashes from deleting assets?
 
One big thing that I realized when deleting assets, is sometimes the mod will load and run fine, and it won't be until you attempt to load a savegame that it crashes (found out when trying to delete a unit).

I'd double-check that you can load savegames if you're deleting assets at all.
 
Also, when you start the game with a unit of Mechanized Infantry it means you broke a vital XML file and the game didn't initialize properly.
_____
rezaf
 
Every time I deleted Future Tech the game wouldn't load up at all. I haven't tried any other technologies yet.
 
No, Putmalk. I have had no game crashes at all from this. The only thing is that it's always incompatible with pre-made maps people did. This is prolly because of all the units they placed in there which I have removed and then the game does crash when I try to load those.

I am currently doing a Medieval mod, and for that one, the function to lock eras and techs will suffice, but for further modding, I will need to have everything I don't want to show up in any way removed. Like the GDR. I don't want stuff like that to break the atmosphere of my future mods. Not even show up in the Civilopedia. So then it will be vital to remove everything!

Here's the removal of all units from the game down to the Middle Ages. The buildings and resources still needs removal. This works very much fine on my system. No crashes and everything gone!

Spoiler :
PHP:
<?xml version="1.0" encoding="utf-8"?>
<!-- Created by ModBuddy on 10/21/2010 5:17:12 AM -->
<GameData>
	<!-- Let's start removing units then... Sigh...	-->
	<Units>
		<Delete Type="UNIT_MECH" />
		<Delete Type="UNIT_MECHANIZED_INFANTRY" />
		<Delete Type="UNIT_SS_STASIS_CHAMBER" />
		<Delete Type="UNIT_SS_ENGINE" />
		<Delete Type="UNIT_SS_COCKPIT" />
		<Delete Type="UNIT_SS_BOOSTER" />
		<Delete Type="UNIT_MISSILE_CRUISER" />
		<Delete Type="UNIT_NUCLEAR_SUBMARINE" />
		<Delete Type="UNIT_CARRIER" />
		<Delete Type="UNIT_BATTLESHIP" />
		<Delete Type="UNIT_SUBMARINE" />
		<Delete Type="UNIT_DESTROYER" />
		<Delete Type="UNIT_IRONCLAD" />
		<Delete Type="UNIT_FRIGATE" />
		<Delete Type="UNIT_CARAVEL" />
		<Delete Type="UNIT_NUCLEAR_MISSILE" />
		<Delete Type="UNIT_STEALTH_BOMBER" />
		<Delete Type="UNIT_JET_FIGHTER" />
		<Delete Type="UNIT_GUIDED_MISSILE" />
		<Delete Type="UNIT_MODERN_ARMOR" />
		<Delete Type="UNIT_HELICOPTER_GUNSHIP" />
		<Delete Type="UNIT_MOBILE_SAM" />
		<Delete Type="UNIT_ROCKET_ARTILLERY" />
		<Delete Type="UNIT_ATOMIC_BOMB" />
		<Delete Type="UNIT_BOMBER" />
		<Delete Type="UNIT_FIGHTER" />
		<Delete Type="UNIT_PARATROOPER" />
		<Delete Type="UNIT_TANK" />
		<Delete Type="UNIT_ARTILLERY" />
		<Delete Type="UNIT_ANTI_AIRCRAFT_GUN" />
		<Delete Type="UNIT_ANTI_TANK_GUN" />
		<Delete Type="UNIT_INFANTRY" />
		<Delete Type="UNIT_CAVALRY" />
		<Delete Type="UNIT_RIFLEMAN" />
		<Delete Type="UNIT_LANCER" />
		<Delete Type="UNIT_CANNON" />
		<Delete Type="UNIT_MUSKETMAN" />
	</Units>
	<UnitClasses>
		<Delete Type="UNITCLASS_MECH" />
		<Delete Type="UNITCLASS_MECHANIZED_INFANTRY" />
		<Delete Type="UNITCLASS_SS_STASIS_CHAMBER" />
		<Delete Type="UNITCLASS_SS_ENGINE" />
		<Delete Type="UNITCLASS_SS_COCKPIT" />
		<Delete Type="UNITCLASS_SS_BOOSTER" />
		<Delete Type="UNITCLASS_MISSILE_CRUISER" />
		<Delete Type="UNITCLASS_NUCLEAR_SUBMARINE" />
		<Delete Type="UNITCLASS_CARRIER" />
		<Delete Type="UNITCLASS_BATTLESHIP" />
		<Delete Type="UNITCLASS_SUBMARINE" />
		<Delete Type="UNITCLASS_DESTROYER" />
		<Delete Type="UNITCLASS_IRONCLAD" />
		<Delete Type="UNITCLASS_FRIGATE" />
		<Delete Type="UNITCLASS_CARAVEL" />
		<Delete Type="UNITCLASS_NUCLEAR_MISSILE" />
		<Delete Type="UNITCLASS_STEALTH_BOMBER" />
		<Delete Type="UNITCLASS_JET_FIGHTER" />
		<Delete Type="UNITCLASS_GUIDED_MISSILE" />
		<Delete Type="UNITCLASS_MODERN_ARMOR" />
		<Delete Type="UNITCLASS_HELICOPTER_GUNSHIP" />
		<Delete Type="UNITCLASS_MOBILE_SAM" />
		<Delete Type="UNITCLASS_ROCKET_ARTILLERY" />
		<Delete Type="UNITCLASS_ATOMIC_BOMB" />
		<Delete Type="UNITCLASS_BOMBER" />
		<Delete Type="UNITCLASS_FIGHTER" />
		<Delete Type="UNITCLASS_PARATROOPER" />
		<Delete Type="UNITCLASS_TANK" />
		<Delete Type="UNITCLASS_ARTILLERY" />
		<Delete Type="UNITCLASS_ANTI_AIRCRAFT_GUN" />
		<Delete Type="UNITCLASS_ANTI_TANK_GUN" />
		<Delete Type="UNITCLASS_INFANTRY" />
		<Delete Type="UNITCLASS_CAVALRY" />
		<Delete Type="UNITCLASS_RIFLEMAN" />
		<Delete Type="UNITCLASS_LANCER" />
		<Delete Type="UNITCLASS_CANNON" />
		<Delete Type="UNITCLASS_MUSKETMAN" />
	</UnitClasses>
	<Unit_AITypes>
		<Delete UnitType="UNIT_MECH" />
		<Delete UnitType="UNIT_MECHANIZED_INFANTRY" />
		<Delete UnitType="UNIT_SS_STASIS_CHAMBER" />
		<Delete UnitType="UNIT_SS_ENGINE" />
		<Delete UnitType="UNIT_SS_COCKPIT" />
		<Delete UnitType="UNIT_SS_BOOSTER" />
		<Delete UnitType="UNIT_MISSILE_CRUISER" />
		<Delete UnitType="UNIT_NUCLEAR_SUBMARINE" />
		<Delete UnitType="UNIT_CARRIER" />
		<Delete UnitType="UNIT_BATTLESHIP" />
		<Delete UnitType="UNIT_SUBMARINE" />
		<Delete UnitType="UNIT_DESTROYER" />
		<Delete UnitType="UNIT_IRONCLAD" />
		<Delete UnitType="UNIT_FRIGATE" />
		<Delete UnitType="UNIT_CARAVEL" />
		<Delete UnitType="UNIT_NUCLEAR_MISSILE" />
		<Delete UnitType="UNIT_STEALTH_BOMBER" />
		<Delete UnitType="UNIT_JET_FIGHTER" />
		<Delete UnitType="UNIT_GUIDED_MISSILE" />
		<Delete UnitType="UNIT_MODERN_ARMOR" />
		<Delete UnitType="UNIT_HELICOPTER_GUNSHIP" />
		<Delete UnitType="UNIT_MOBILE_SAM" />
		<Delete UnitType="UNIT_ROCKET_ARTILLERY" />
		<Delete UnitType="UNIT_ATOMIC_BOMB" />
		<Delete UnitType="UNIT_BOMBER" />
		<Delete UnitType="UNIT_FIGHTER" />
		<Delete UnitType="UNIT_PARATROOPER" />
		<Delete UnitType="UNIT_TANK" />
		<Delete UnitType="UNIT_ARTILLERY" />
		<Delete UnitType="UNIT_ANTI_AIRCRAFT_GUN" />
		<Delete UnitType="UNIT_ANTI_TANK_GUN" />
		<Delete UnitType="UNIT_INFANTRY" />
		<Delete UnitType="UNIT_CAVALRY" />
		<Delete UnitType="UNIT_RIFLEMAN" />
		<Delete UnitType="UNIT_LANCER" />
		<Delete UnitType="UNIT_CANNON" />
		<Delete UnitType="UNIT_MUSKETMAN" />
	</Unit_AITypes>
	<Unit_FreePromotions>
		<Delete UnitType="UNIT_MECH" />
		<Delete UnitType="UNIT_MECHANIZED_INFANTRY" />
		<Delete UnitType="UNIT_SS_STASIS_CHAMBER" />
		<Delete UnitType="UNIT_SS_ENGINE" />
		<Delete UnitType="UNIT_SS_COCKPIT" />
		<Delete UnitType="UNIT_SS_BOOSTER" />
		<Delete UnitType="UNIT_MISSILE_CRUISER" />
		<Delete UnitType="UNIT_NUCLEAR_SUBMARINE" />
		<Delete UnitType="UNIT_CARRIER" />
		<Delete UnitType="UNIT_BATTLESHIP" />
		<Delete UnitType="UNIT_SUBMARINE" />
		<Delete UnitType="UNIT_DESTROYER" />
		<Delete UnitType="UNIT_IRONCLAD" />
		<Delete UnitType="UNIT_FRIGATE" />
		<Delete UnitType="UNIT_CARAVEL" />
		<Delete UnitType="UNIT_NUCLEAR_MISSILE" />
		<Delete UnitType="UNIT_STEALTH_BOMBER" />
		<Delete UnitType="UNIT_JET_FIGHTER" />
		<Delete UnitType="UNIT_GUIDED_MISSILE" />
		<Delete UnitType="UNIT_MODERN_ARMOR" />
		<Delete UnitType="UNIT_HELICOPTER_GUNSHIP" />
		<Delete UnitType="UNIT_MOBILE_SAM" />
		<Delete UnitType="UNIT_ROCKET_ARTILLERY" />
		<Delete UnitType="UNIT_ATOMIC_BOMB" />
		<Delete UnitType="UNIT_BOMBER" />
		<Delete UnitType="UNIT_FIGHTER" />
		<Delete UnitType="UNIT_PARATROOPER" />
		<Delete UnitType="UNIT_TANK" />
		<Delete UnitType="UNIT_ARTILLERY" />
		<Delete UnitType="UNIT_ANTI_AIRCRAFT_GUN" />
		<Delete UnitType="UNIT_ANTI_TANK_GUN" />
		<Delete UnitType="UNIT_INFANTRY" />
		<Delete UnitType="UNIT_CAVALRY" />
		<Delete UnitType="UNIT_RIFLEMAN" />
		<Delete UnitType="UNIT_LANCER" />
		<Delete UnitType="UNIT_CANNON" />
		<Delete UnitType="UNIT_MUSKETMAN" />
	</Unit_FreePromotions>
	<Unit_Flavors>
		<Delete UnitType="UNIT_MECH" />
		<Delete UnitType="UNIT_MECHANIZED_INFANTRY" />
		<Delete UnitType="UNIT_SS_STASIS_CHAMBER" />
		<Delete UnitType="UNIT_SS_ENGINE" />
		<Delete UnitType="UNIT_SS_COCKPIT" />
		<Delete UnitType="UNIT_SS_BOOSTER" />
		<Delete UnitType="UNIT_MISSILE_CRUISER" />
		<Delete UnitType="UNIT_NUCLEAR_SUBMARINE" />
		<Delete UnitType="UNIT_CARRIER" />
		<Delete UnitType="UNIT_BATTLESHIP" />
		<Delete UnitType="UNIT_SUBMARINE" />
		<Delete UnitType="UNIT_DESTROYER" />
		<Delete UnitType="UNIT_IRONCLAD" />
		<Delete UnitType="UNIT_FRIGATE" />
		<Delete UnitType="UNIT_CARAVEL" />
		<Delete UnitType="UNIT_NUCLEAR_MISSILE" />
		<Delete UnitType="UNIT_STEALTH_BOMBER" />
		<Delete UnitType="UNIT_JET_FIGHTER" />
		<Delete UnitType="UNIT_GUIDED_MISSILE" />
		<Delete UnitType="UNIT_MODERN_ARMOR" />
		<Delete UnitType="UNIT_HELICOPTER_GUNSHIP" />
		<Delete UnitType="UNIT_MOBILE_SAM" />
		<Delete UnitType="UNIT_ROCKET_ARTILLERY" />
		<Delete UnitType="UNIT_ATOMIC_BOMB" />
		<Delete UnitType="UNIT_BOMBER" />
		<Delete UnitType="UNIT_FIGHTER" />
		<Delete UnitType="UNIT_PARATROOPER" />
		<Delete UnitType="UNIT_TANK" />
		<Delete UnitType="UNIT_ARTILLERY" />
		<Delete UnitType="UNIT_ANTI_AIRCRAFT_GUN" />
		<Delete UnitType="UNIT_ANTI_TANK_GUN" />
		<Delete UnitType="UNIT_INFANTRY" />
		<Delete UnitType="UNIT_CAVALRY" />
		<Delete UnitType="UNIT_RIFLEMAN" />
		<Delete UnitType="UNIT_LANCER" />
		<Delete UnitType="UNIT_CANNON" />
		<Delete UnitType="UNIT_MUSKETMAN" />
	</Unit_Flavors>
	<Unit_ResourceQuantityREquirements>
		<Delete UnitType="UNIT_MECH" />
		<Delete UnitType="UNIT_MECHANIZED_INFANTRY" />
		<Delete UnitType="UNIT_SS_STASIS_CHAMBER" />
		<Delete UnitType="UNIT_SS_ENGINE" />
		<Delete UnitType="UNIT_SS_COCKPIT" />
		<Delete UnitType="UNIT_SS_BOOSTER" />
		<Delete UnitType="UNIT_MISSILE_CRUISER" />
		<Delete UnitType="UNIT_NUCLEAR_SUBMARINE" />
		<Delete UnitType="UNIT_CARRIER" />
		<Delete UnitType="UNIT_BATTLESHIP" />
		<Delete UnitType="UNIT_SUBMARINE" />
		<Delete UnitType="UNIT_DESTROYER" />
		<Delete UnitType="UNIT_IRONCLAD" />
		<Delete UnitType="UNIT_FRIGATE" />
		<Delete UnitType="UNIT_CARAVEL" />
		<Delete UnitType="UNIT_NUCLEAR_MISSILE" />
		<Delete UnitType="UNIT_STEALTH_BOMBER" />
		<Delete UnitType="UNIT_JET_FIGHTER" />
		<Delete UnitType="UNIT_GUIDED_MISSILE" />
		<Delete UnitType="UNIT_MODERN_ARMOR" />
		<Delete UnitType="UNIT_HELICOPTER_GUNSHIP" />
		<Delete UnitType="UNIT_MOBILE_SAM" />
		<Delete UnitType="UNIT_ROCKET_ARTILLERY" />
		<Delete UnitType="UNIT_ATOMIC_BOMB" />
		<Delete UnitType="UNIT_BOMBER" />
		<Delete UnitType="UNIT_FIGHTER" />
		<Delete UnitType="UNIT_PARATROOPER" />
		<Delete UnitType="UNIT_TANK" />
		<Delete UnitType="UNIT_ARTILLERY" />
		<Delete UnitType="UNIT_ANTI_AIRCRAFT_GUN" />
		<Delete UnitType="UNIT_ANTI_TANK_GUN" />
		<Delete UnitType="UNIT_INFANTRY" />
		<Delete UnitType="UNIT_CAVALRY" />
		<Delete UnitType="UNIT_RIFLEMAN" />
		<Delete UnitType="UNIT_LANCER" />
		<Delete UnitType="UNIT_CANNON" />
		<Delete UnitType="UNIT_MUSKETMAN" />
	</Unit_ResourceQuantityREquirements>
	<UnitGameplay2DScripts>
		<Delete UnitType="UNIT_MECH" />
		<Delete UnitType="UNIT_MECHANIZED_INFANTRY" />
		<Delete UnitType="UNIT_SS_STASIS_CHAMBER" />
		<Delete UnitType="UNIT_SS_ENGINE" />
		<Delete UnitType="UNIT_SS_COCKPIT" />
		<Delete UnitType="UNIT_SS_BOOSTER" />
		<Delete UnitType="UNIT_MISSILE_CRUISER" />
		<Delete UnitType="UNIT_NUCLEAR_SUBMARINE" />
		<Delete UnitType="UNIT_CARRIER" />
		<Delete UnitType="UNIT_BATTLESHIP" />
		<Delete UnitType="UNIT_SUBMARINE" />
		<Delete UnitType="UNIT_DESTROYER" />
		<Delete UnitType="UNIT_IRONCLAD" />
		<Delete UnitType="UNIT_FRIGATE" />
		<Delete UnitType="UNIT_CARAVEL" />
		<Delete UnitType="UNIT_NUCLEAR_MISSILE" />
		<Delete UnitType="UNIT_STEALTH_BOMBER" />
		<Delete UnitType="UNIT_JET_FIGHTER" />
		<Delete UnitType="UNIT_GUIDED_MISSILE" />
		<Delete UnitType="UNIT_MODERN_ARMOR" />
		<Delete UnitType="UNIT_HELICOPTER_GUNSHIP" />
		<Delete UnitType="UNIT_MOBILE_SAM" />
		<Delete UnitType="UNIT_ROCKET_ARTILLERY" />
		<Delete UnitType="UNIT_ATOMIC_BOMB" />
		<Delete UnitType="UNIT_BOMBER" />
		<Delete UnitType="UNIT_FIGHTER" />
		<Delete UnitType="UNIT_PARATROOPER" />
		<Delete UnitType="UNIT_TANK" />
		<Delete UnitType="UNIT_ARTILLERY" />
		<Delete UnitType="UNIT_ANTI_AIRCRAFT_GUN" />
		<Delete UnitType="UNIT_ANTI_TANK_GUN" />
		<Delete UnitType="UNIT_INFANTRY" />
		<Delete UnitType="UNIT_CAVALRY" />
		<Delete UnitType="UNIT_RIFLEMAN" />
		<Delete UnitType="UNIT_LANCER" />
		<Delete UnitType="UNIT_CANNON" />
		<Delete UnitType="UNIT_MUSKETMAN" />
	</UnitGameplay2DScripts>
	<Civilization_UnitClassOverrides>
		<Delete UnitType="UNIT_ENGLISH_SHIPOFTHELINE" />
		<Delete UnitType="UNIT_AMERICAN_B17" />
		<Delete UnitType="UNIT_JAPANESE_ZERO" />
		<Delete UnitType="UNIT_GERMAN_PANZER" />
		<Delete UnitType="UNIT_FRENCH_FOREIGNLEGION" />
		<Delete UnitType="UNIT_RUSSIAN_COSSACK" />
		<Delete UnitType="UNIT_OTTOMAN_SIPAHI" />
		<Delete UnitType="UNIT_AMERICAN_MINUTEMAN" />
		<Delete UnitType="UNIT_FRENCH_MUSKETEER" />
		<Delete UnitType="UNIT_OTTOMAN_JANISSARY" />
	</Civilization_UnitClassOverrides>
</GameData>
 
<quietly copy/pastes into his mod, which is actually more since I'm doing a Classical mod...>

<sneaky sneaky> But thanks, I'll try it out and see if I get crashes. :)

Good luck on your mod, bud. Maybe they patched out the tech crashes, because I distinctly remember getting them. Unless its a multi-step process. I have no idea.
 
I will be removing the buildings and other stuff one of these days too. I'll post that on this thread when I've done it.

I hope the patches will solve some major problems with modding as well.

I'll be looking forward to your ancient mod! :)
 
I will be removing the buildings and other stuff one of these days too. I'll post that on this thread when I've done it.

I hope the patches will solve some major problems with modding as well.

I'll be looking forward to your ancient mod! :)

Thanks. :) I posted a new thread asking for tech help, if you wanna check it out, I could use all the advice I can get!
 
To the people getting crashes when deleting Future Tech, did you make sure there was still one repeatable tech somewhere in the tree? After all, the game won't work if you reach the end of the tree and there's nothing to research. I didn't have a crash when I deleted the future era in my own mod, but I'd also added a ton more stuff at the end of the tree, including a new repeatable endgame tech.
 
Thanks for that info, Spatzimaus! Assigning the Future Tech is easy enough and should be done to prevent crashes. Yay!
 
That would explain it, Spatzimaus.

Will the game crash if you delete a unit's dependency tech (i.e. remove stealth, but stealth bomber is still there?)
 
Will the game crash if you delete a unit's dependency tech (i.e. remove stealth, but stealth bomber is still there?)

I believe so, since the unit will require a nonexistent asset, but that wasn't an issue for me; when I removed the future techs I also removed the GDR, and moved the SS pieces to other Modern-era techs. So there was nothing left referencing the nonexistent techs (and my new techs didn't share any names with the deleted ones).

Anyway, to my earlier post: I'm not sure if that was the actual solution to the problem, it's just a suggestion based on an obvious point of possible conflict. I can't give a definitive answer because I broke one of the cardinal rules of modding (Start Small!) and changed a ton of stuff all at once. As a result my mod doesn't actually do all of what I want it to yet, but at least it didn't crash. But it should be easy enough to check this in your own mods.
 
Well...I deleted 3 future technologies...aaand the tech tree is broken now. Ugh...this is the hardest problem I've had in a while.

Mhmm...fixed that problem, but now having crashes. This is the same problem I had before. Any thoughts?

I just deleted Particle Physics, Nuclear Fusion, and Nanotechnology. Deleted the era and all of its soundtrack defines and such...but I can't load a game anymore.
 
Another option for doing this is using the disable tech, as you did earlier, and then editing the techtree.lua file to then move those disabled technologies out of view as follows:

Find this line in the techtree.lua file which is in the function AddTechButton( tech ):

thisTechButtonInstance.TechButton:SetOffsetVal( tech.GridX*blockSpacingX + 64, (tech.GridY-5)*blockSpacingY + extraYOffset);

Replace this line with something like the following:

if tech.Era == "ERA_MODERN" then
thisTechButtonInstance.TechButton:SetOffsetVal( tech.GridX*blockSpacingX + 64, (tech.GridY-25)*blockSpacingY + extraYOffset); --Changed tech.GridY
else
thisTechButtonInstance.TechButton:SetOffsetVal( tech.GridX*blockSpacingX + 64, (tech.GridY-5)*blockSpacingY + extraYOffset);
end

This will move all of the modern Era Tech buttons off the screen, you still have the pipes (the connecting lines) showing which of course would require another bit of code around that part which deals with drawing them, which if you need help with you can let me know ;)
 
Well, I won't do LUA right now...I don't even know how to edit the files (do those use <Update>? I don't think so) and I haven't read the modder's guide at all on handling LUA files.

But that solution seems feasible, and if I decide to do it, I'll definitely let you know!
 
Well, I won't do LUA right now...I don't even know how to edit the files (do those use <Update>? I don't think so) and I haven't read the modder's guide at all on handling LUA files.

But that solution seems feasible, and if I decide to do it, I'll definitely let you know!

Just copy the techtree.lua file into modbuddy with your other xml files, make the changes in this copy, build then activate it in civ 5 as normal very simple :)
 
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