Scenario editor tech tree doesn't fill out properly

Dr. Killjoy

Chieftain
Joined
Jun 29, 2013
Messages
4
I'll give a bit of background on this project before I explain what exactly the problem is.

I'm making a mod of vanilla Civ V based on a War of the Worlds scenario. My mod adds a Martian civilization with a leader, unique units, unique traits, and a new tile improvement, but as of this time doesn't change any of the civilizations already existing in the game. I've tested this mod in a few standard matches and so far it's worked perfectly.

For my world map, I used Play The World v.1 as a base, filled it out with 8 empires and a handful of city-states, gave them all cities, roads, improvements, borders, etc. and added a few Martian landing sites. The 8 empires were team 1, Earth, and the Martians were team 2, Mars. I pitted team 1 against team 2, set victory to domination only, and turned on permanent war. I then added stuff to Earth's tech tree, giving them turn-of-the-century technology:
67k1o6.png

Note that combustion isn't checked.


But when I pick one of the Earth empires and start up the scenario:
52ht05.png

Earth has multiple technologies I never gave it; nothing on this page except Railroad should already be researched. Obviously this throws off the whole balance and feel of what I was going for, so I want to change it, but I've tried everything I can think of. I triple-checked my tech assignments to make sure I only assigned things I was supposed to (I did), I've removed anything that would give Earth free techs (ex. certain social policies or Wonders in some of the empires), I've cut back Earth's universities and public schools, and I've made a backup where I took away all of Earth's technology except agriculture.

Nothing has helped. I verified that the changes went through by checking the other stuff I'd moved around (ex. the buildings I deleted were gone when I started up the scenario). The techs are still there even though I've done everything I can think of to remove them. If anyone's heard of this happened before and can help me with this, I'd greatly appreciate it.
 
All civs of team 1 start in Renaissance Era ?
 
All civs of team 1 start in Renaissance Era ?
Yeah. I tried switching around the starting era to see if that would help, but as far as I can tell it didn't change anything.

EDIT: Tried another experiment: First I saved my scenario as a map so I could keep the terrain, then I recreated all the borders, cities, and railways without giving anyone any technology on the new map. Then I created a new empire, Egypt, that had never been in the scenario before. Even Egypt had every technology up to combustion researched.

Manually removing technologies with the ingame editor works, but the problem is I wouldn't be able to save that as a scenario.
 
Sorry to double-post, but I discovered something very important when I ran another test.

This time, I created an entirely new scenario from scratch. Didn't lift one from any map, didn't load any mods, didn't do anything special. Just launched WorldBuilder, made a tiny map, dropped down a bit of land and 2 players, and added a city for each player. Then I ran the scenario and, just like always, everything in the tech tree up to combustion was filled out.

I'm thinking this is a problem with my copy of WorldBuilder, and I'm considering uninstalling and reinstalling it to see if that fixes things. That seems like a bit of a drastic measure though, so I thought it'd be best to ask here before I went through with it.

EDIT: Turns out I was able to fix it by backing up my save files, deleting my original save folder, and uninstalling and reinstalling Civ V and the SDK. Since it's fixed, can a mod please lock this? Thanks.
 
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