Tech Breakdown

Jaraxle

Chieftain
Joined
Oct 6, 2005
Messages
64
The first step in creating my near future mod has been to try and de-mystify for myself the elements of the tech’s and the tech tree. To that end I’ve been trying to break down what each element of a tech does exactly. Below I have the example tech of Mysticism. I’m going to try and break it down and generalize it, my comments are in blue.

Comments questions and corrections are welcome.



<Type>TECH_MYSTICISM</Type> Should be self explanatory
<Description>TXT_KEY_TECH_MYSTICISM</Description>
<Civilopedia>TXT_KEY_TECH_MYSTICISM_PEDIA</Civilopedia>
<Help/> I believe this points at the Civpedea Entry for this tech
<Strategy>TXT_KEY_TECH_MYSTICISM_STRATEGY</Strategy> No Idea
<Advisor>ADVISOR_RELIGION</Advisor> Obviously something to do with the advisor but unclear at this time.

<iAIWeight>0</iAIWeight> Not sure what it does, however it can be set to any integer and for every single tech in the basic game, its set to 0.

<iAITradeModifier>0</iAITradeModifier> For every tech in the basic game this is set to either 0 or 10 (although it could be set to any integer). A couple of examples of where it’s set to 10 are Feudalism, Guilds, Military Tradition, and Ecology. My first guess is that the AI wants more for these techs to trade them to you and/or will pay more to get them (10% perhaps?) just speculation at this point.

<iCost>50</iCost> This is the strait cost to research the tech this is the base cost and will be modified by epic games short games ect.

<Era>ERA_ANCIENT</Era> This says what Era the tech is in, the effect is the looks of your cities, workers ect. For example if you put Era_Modern on the 3rd tech in the tree and then researched it you would get the “You have entered the Modern Era” popup screen and the looks of your workers and cities would change to the Modern.


<FirstFreeUnitClass>NONE</FirstFreeUnitClass> This will definity give the first person to research this tech a great person. If you wanted a Great artist for example you would put UNITCLASS_Artist or UNITCLASS_Merchant for a great merchant. Although I don’t see it in any existing techs I don’t see why you wouldn’t be able to add a normal unit here and not just a great person.

<iWorkerSpeedModifier>0</iWorkerSpeedModifier> The only tech that currently uses this is steam power which makes workers build improvements 50% faster and the modifier is set to 50, so it follows that a 100 would make workers 100% faster ect. It is unclear if and how these modifiers would stack at this time. It will also take any integer.

<iTradeRoutes>0</iTradeRoutes> This will also take any integer it’s currently used in Currency and it Corporation. Set at 1 it increases that number of trade routes in all cities by one. Conceivably it could be set to anything, not sure if the game caps the number of trade routes somewhere else however and they would probably not appear in the city screen

<iHealth>0</iHealth> This integer will increase the health in all of your cites by that number once this tech is researched. Currently only used in Genetics (3), and Future tech (1)

<iHappiness>0</iHappiness> This will increase happiness in all of your cities by whatever number is in there. Currently only used by Future Tech (1).

<iFirstFreeTechs>0</iFirstFreeTechs> Currently only used in Liberalism (1), give the first person to research it a new tech. Presumably if you put a 2 in here you would get 2 free tech ect ect.

<iAsset>8</iAsset> This number seems to range from 8 to 48 in intervals of 8 (although you could put any number in there). I have no idea what it does but I would guess it has something to do with scoring, late era tech seem to be closer to the 48 range and earlier era techs closer to the 8 area.

<iPower>0</iPower> Again I’m not really sure what this number does, it ranges from 0 to 12 in intervals of 2. Examples Sailing (2), Wheel (4), Guilds (8), Horseback Riding (10), Gunpowder (12).

<bRepeat>0</bRepeat> This is either 0 or 1. 0 means you can only research it once, 1 means you can research this tech multiple times and gain the benefits multiple times, ala future tech.

<bTrade>1</bTrade> This is either 0 or 1. 0 means that you cannot trade this tech, 1 means that you can. Only Future Tech is set to 0.

<bDisable>0</bDisable> This can be set to 0 or 1, currently every tech is set to 0. At 1 no one can research the tech but it can still be on the tech tree and triggered somehow like in the North Africa mod (which does have some techs set to 1).

<bGoodyTech>1</bGoodyTech> Can be set to 0 or 1. I have no idea what this does, most techs have it set to 0 but there are more than a few that have it set to 1 for example Mysticism, Priesthood, Monarchy and Drama. I would wager a GUESS that if this is set to 1 it’s possible to get this tech from a goody hut and its impossible to get the tech from a goody hut if set to 0.



<bExtraWaterSeeFrom>0</bExtraWaterSeeFrom> This can be set to 0 or 1, the only tech with it currently set at 1 is optics (which grants +1 sight across water) so setting this at 1 will of course give you +1 sight across water, its unclear at this point if you had multiple techs that granted +1 sight if they would stack.

<bMapCentering>0</bMapCentering> Can be set to 0 or 1. 0 does nothing, if it is set to 1 it centers your world map when you research it ala calendar.

<bMapVisible>0</bMapVisible> Set at 0 or 1. A 0 does nothing, a 1 reveals the world map ala satellites.

<bMapTrading>0</bMapTrading> Set at 0 or 1. A 0 does nothing, a 1 allows you to start trading maps ala Paper.

<bTechTrading>0</bTechTrading> Set at 0 or 1. A 0 does nothing, a 1 allows you to start trading technology ala Alphabet.

<bGoldTrading>0</bGoldTrading> Set at 0 or 1. A 0 does nothing, a 1 allows you to start trading gold ala Currency.

<bOpenBordersTrading>0</bOpenBordersTrading> Set at 0 or 1. A 0 does nothing, a 1 allows you to negotiate open borders ala Writing.

<bDefensivePactTrading>0</bDefensivePactTrading> Set at 0 or 1. A 0 does nothing, a 1 allows you to negotiate Defensive Pacts ala Military Tradition.

<bPermanentAllianceTrading>0</bPermanentAllianceTrading> Set at 0 or 1. A 0 does nothing, a 1 allows you to negotiate Permanent Alliances ala Fascism
.
<bBridgeBuilding>0</bBridgeBuilding> Set at 0 or 1. A 0 does nothing, a 1 allows you to build bridges ala Construction.

<bIrrigation>0</bIrrigation> Set at 0 or 1. A 0 does nothing, a 1 allows spread irrigation ala civil service.

<bIgnoreIrrigation>0</bIgnoreIrrigation> Set at 0 or 1. A 0 does nothing, a 1 allows spread create farms without irrigation ala Biology.

<bWaterWork>0</bWaterWork> Set at 0 or 1. A 0 does nothing, a 1 allows you to work water tiles ala Fishing.

<iGridX>1</iGridX> Grid coordinates where the tech shows up
<iGridY>11</iGridY> Grid coordinates where the tech shows up

<DomainExtraMoves/> Don’t know what this does, couldn’t find a tech that used it.

<CommerceFlexible/> This in and of itself just seems to be a placeholder, in order to make it do anything you would have to add code that looks like this example used in Drama which enables the culture slider.

<CommerceFlexible>
<bFlexible>0</bFlexible>
<bFlexible>0</bFlexible>
<bFlexible>1</bFlexible>
</CommerceFlexible>

I presume the first to Flexible represent Commerce and Science but since you can always slide these I’m not sure what adding a 1 in either of those places for a technology would do.




<TerrainTrades/> This also needs some additional code to make it work, what it does is allow trading over terrain types that you normally wouldn’t be able to trade over. Here is the example from Sailing which allows trading on the coast.

<TerrainTrades>
<TerrainTrade>
<TerrainType>TERRAIN_COAST</TerrainType>
<bTerrainTrade>1</bTerrainTrade>
</TerrainTrade>
</TerrainTrades>



<Flavors>
<Flavor>
<FlavorType>FLAVOR_RELIGION</FlavorType>
<iFlavor>9</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_GOLD</FlavorType>
<iFlavor>1</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_CULTURE</FlavorType>
<iFlavor>8</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_GROWTH</FlavorType>
<iFlavor>2</iFlavor>
</Flavor>
</Flavors>


Im pretty sure all of the above is to help the AI decide what it wants to research next depending on if it wants growth or religion ect.


<OrPreReqs/>
<AndPreReqs/>

Above is where you add your pre-requisites to research a particular tech. Techs under the OrPreReqs heading means you need at least one of those techs. Techs under the and means you must have all of those techs to research this new one. For example.

<OrPreReqs>
<PrereqTech>TECH_RIFLING</PrereqTech>
<PrereqTech>TECH_ARCHERY</PrereqTech>
</OrPreReqs>
<AndPreReqs>
<PrereqTech>TECH_PHYSICS</PrereqTech>
<PrereqTech>TECH_STEEL</PrereqTech>
</AndPreReqs>


In the above example you would have to have both Physics and Steel in addition to either Rifling or Archery.


<Quote>TXT_KEY_TECH_MYSTICISM_QUOTE</Quote> This controls the quote you see in the civpedia

<Sound>AS2D_TECH_MYSTICISM</Sound> This controls the sound that plays when you research the tech.

<SoundMP>AS2D_TECH_MP_MYSTICISM</SoundMP> Again with the sound, not sure how it works exactly yet.

<Button>,Art/Interface/Buttons/TechTree/Mysticism.dds,Art/Interface/Buttons/TechTree_Atlas.dds,4,11</Button> Not really sure, obviously points to some sort of art file.


</TechInfo>


That’s all for now, look back later when I start tweaking the tech tree and will be able
 
I think I can clarify a few tags you weren't sure about...

<Strategy>TXT_KEY_TECH_MYSTICISM_STRATEGY</Strategy> sets the "Sid's Advice" popup that occurs when you hover over the tech in the tech selection window.

<Advisor>ADVISOR_RELIGION</Advisor> As far as I can tell this determines which of your advisors would recommend you puruse this tech; i.e. the reason the game might recommend you research a particular tech.

<Button>,Art/Interface/Buttons/TechTree/Mysticism.dds,Art/Interface/Buttons/TechTree_Atlas.dds,4,11</Button> I'm pretty sure the first part corresponds to the small icon button that appears in your tech bar area when choosing a tech to research; as far as the atlas file is concerned, my GUESS is that places the tech in a specific spot on the tech tree (via the coordinates at the end).

Hope this helps.
 
Jaraxle said:
<iAIWeight>0</iAIWeight> Not sure what it does, however it can be set to any integer and for every single tech in the basic game, its set to 0.

I believe the higher the number, the more likely the AI is to go for this tech. It's another AI helper.


Jaraxle said:
<iAsset>8</iAsset> This number seems to range from 8 to 48 in intervals of 8 (although you could put any number in there). I have no idea what it does but I would guess it has something to do with scoring, late era tech seem to be closer to the 48 range and earlier era techs closer to the 8 area.

This is for points scoring, though I'm not quite sure how directly it links to the points scored

Jaraxle said:
<iPower>0</iPower> Again I&#8217;m not really sure what this number does, it ranges from 0 to 12 in intervals of 2. Examples Sailing (2), Wheel (4), Guilds (8), Horseback Riding (10), Gunpowder (12).

This helps the AI judge how powerful civilizations are in comparison to each other. More military techs in general have a higher "power" rating


Jaraxle said:
<bGoodyTech>1</bGoodyTech> Can be set to 0 or 1. I have no idea what this does, most techs have it set to 0 but there are more than a few that have it set to 1 for example Mysticism, Priesthood, Monarchy and Drama. I would wager a GUESS that if this is set to 1 it&#8217;s possible to get this tech from a goody hut and its impossible to get the tech from a goody hut if set to 0.

I'm pretty certain your guess is correct

Jaraxle said:
<DomainExtraMoves/> Don&#8217;t know what this does, couldn&#8217;t find a tech that used it.

I think this will give all units of the domain (land/sea/air I think)specified extra moves. I'm not quite sure what the code would be to get it to work, but you could look it up in the schema
 
The Great Apple said:
I think this will give all units of the domain (land/sea/air I think)specified extra moves. I'm not quite sure what the code would be to get it to work, but you could look it up in the schema

Correct. You can see this in action in the Refridgeration tech, which gives all sea units +1 move.

Usage:

Code:
<DomainExtraMoves>
	<DomainExtraMove>
		<DomainType>DOMAIN_SEA</DomainType>
		<iExtraMoves>1</iExtraMoves>
	</DomainExtraMove>
</DomainExtraMoves>
 
I suspect the flavors tags control the decision of what tech you can get via a great person. So something with a high FLAVOR_GOLD would be more likely discovered by a Great Merchant, and a high FLAVOR_Culture by a Great Artist, etc. There has to be something that determines that Great Prophets give religious techs and Great Engineers give engineering techs, etc.

They may also have an influence on what your advisor reccomends that you study, inclduing the not indicating the reason (growth, religion, etc.) The fact that one of them is FLAVOR_GROWTH gives extra weight to this interpretation, since I'm not sure what great person would go with that (maybe a Great Engineer?).

I suspect it is involved in both.

Keith
 
<iAITradeModifier>0</iAITradeModifier> For every tech in the basic game this is set to either 0 or 10 (although it could be set to any integer). A couple of examples of where it’s set to 10 are Feudalism, Guilds, Military Tradition, and Ecology. My first guess is that the AI wants more for these techs to trade them to you and/or will pay more to get them (10% perhaps?) just speculation at this point.

There seem to be some techs the AI never trades, maybe it has something to do with that?
 
<bGoodyTech>1</bGoodyTech> Can be set to 0 or 1. I have no idea what this does, most techs have it set to 0 but there are more than a few that have it set to 1 for example Mysticism, Priesthood, Monarchy and Drama. I would wager a GUESS that if this is set to 1 it&#8217;s possible to get this tech from a goody hut and its impossible to get the tech from a goody hut if set to 0.


You're right!. That's exactly what it does. However, in the CIV4HandicapInfo.xml file there is a spot in there for each difficulty setting that specifies what goodies huts will give.


<SoundMP>AS2D_TECH_MP_MYSTICISM</SoundMP> Again with the sound, not sure how it works exactly yet.

This is the same as the other sound parameter. Only difference is that this one is used in multiplayer.

<Button>,Art/Interface/Buttons/TechTree/Mysticism.dds,Art/Interface/Buttons/TechTree_Atlas.dds,4,11</Button> Not really sure, obviously points to some sort of art file.

Yes this is the art that that tech uses. The first part: <Button>,Art/Interface/Buttons/TechTree/Mysticism.dds, is the large button.

and the second part: Art/Interface/Buttons/TechTree_Atlas.dds,4,11</Button> points to co-ordinates in the atlas file for that tech. The Atlas file in this case relates to the techs and has all the tech buttons in it.

Hope that helps a bit. ;)
 
I been having trouble adding techs to BtS ... I want to be able to eliminate all the old techs or modify the old techs. I tried to modify the old techs... but it does seem to modify. Or I try to add a "starter" tech or insert a random tech... nothing... for BtS. Know whats up?
 
Ty for the assistance people sent me. I been adding and modifying BtS technologies. Oi... its slow work and some of it is painfully slow but its fun to put new techs and move old ones ...

Allot of experimenting, though



Here is something i have learned about Technologies. When determining what the requirements are there are two basic choices:

<OrPreReqs/></OrPreReqs>

and

<AndPreReqs/></AndPreReqs>


These two fields have two different meanings. These fields acts as an indicator <OrPreReqs> means you need at least one of the techs to act as a requirement. However, all techs listed under the <AndPreReqs> fields are a requirement. for example

<OrPreReqs>
<PrereqTech>TECH_MYSTICISM</PrereqTech>
<PrereqTech>TECH_MEDITATION</PrereqTech>
<PrereqTech>TECH_POLYTHEISM</PrereqTech>
<PrereqTech>TECH_PRIESTHOOD</PrereqTech>
<PrereqTech>TECH_THE_WHEEL</PrereqTech>
</OrPreReqs>
<AndPreReqs/>

The above example has some imaginary tech that requires at least one of the top 5 techs to be researched before you can learn this imaginary tech. However, let us say you want this tech to require you to research and have the all of the top 5 techs as the requirement then it would look like the following:

<OrPreReqs/>
<AndPreReqs>
<PrereqTech>TECH_MYSTICISM</PrereqTech>
<PrereqTech>TECH_MEDITATION</PrereqTech>
<PrereqTech>TECH_POLYTHEISM</PrereqTech>
<PrereqTech>TECH_PRIESTHOOD</PrereqTech>
<PrereqTech>TECH_THE_WHEEL</PrereqTech>
</AndPreReqs>






First the <OrPreReqs> gives an "OR" For example, the tech Superconductors requires EITHER

Computers OR Refridgeration but no other techs. It reads:

<OrPreReqs>
<PrereqTech>TECH_REFRIGERATION</PrereqTech>
<PrereqTech>TECH_COMPUTERS</PrereqTech>
</OrPreReqs>
<AndPreReqs/>


However, the <OrPreReqs> has another feature. You will notice in the tech tree (when researching the technologies and you want to see the bigger picture) you will notice there are some techs that are connected by lines and some are not. The <OrPreReqs> will connect your techs while the <AndPreReqs> will not. So in the case of Superconductors you will notice that there are arrows from computers and refridgerations are pointing to it.

The <AndPreReqs> feature does the exact opposite. This area indicates which techs are needed (there are no options; you have to have this tech to get this tech and any ORs). For Example, Flight requires physics AND combustion to research. However, you will notice there are no arrows pointing to this tech. However, the tech square picture thingie has two icons of physics and combustion on it as the requirement.

Flight looks like this:

<OrPreReqs/>
<AndPreReqs>
<PrereqTech>TECH_PHYSICS</PrereqTech>
<PrereqTech>TECH_COMBUSTION</PrereqTech>
</AndPreReqs>



Thus if you want an Arrow pointing to a tech you need to use the <OrPreReqs> feature will let you have an arrow point to the feature. For instance if you want a tech to have only requirement and an arrow pointing to it then use the <OrPreReqs>. For instance, Mass Media only requires Radio to research and you will notice that there is an arrow.

Mass Media look like this:

<OrPreReqs>
<PrereqTech>TECH_RADIO</PrereqTech>
</OrPreReqs>
<AndPreReqs/>



Let us say you want two technologies to be required to research a tech but you want only one arrow to point to it. SATELLITES has rocketry and radio as a requirement but only rocketry will have an arrow point to it. The <OrPreReqs> provides the line and a choice. Since there is only 1 <OrPreReqs> this acts as a quasi AND as well.


<OrPreReqs>
<PrereqTech>TECH_ROCKETRY</PrereqTech>
</OrPreReqs>
<AndPreReqs>
<PrereqTech>TECH_RADIO</PrereqTech>
</AndPreReqs>


Remember that imaginary tech we had earlier that had 5 techs as a requirement? Let us look at it again. Let us say we want a tech that requires one of five techs to be a requirement to research it would look like this:

<OrPreReqs>
<PrereqTech>TECH_MYSTICISM</PrereqTech>
<PrereqTech>TECH_MEDITATION</PrereqTech>
<PrereqTech>TECH_POLYTHEISM</PrereqTech>
<PrereqTech>TECH_PRIESTHOOD</PrereqTech>
<PrereqTech>TECH_THE_WHEEL</PrereqTech>
</OrPreReqs>
<AndPreReqs/>

One of the following above techs are needed to lead to this imaginary tech. However, all five of these techs will also POINT and have an arrow pointing to this new imaginary tech. This will look messy; however, with the X and Y coords its possible to make it look prettier. However, let us now say we want the ALL OF the above 5 techs required to research this imagine tech. It would look like the following:

<OrPreReqs/>
<AndPreReqs>
<PrereqTech>TECH_MYSTICISM</PrereqTech>
<PrereqTech>TECH_MEDITATION</PrereqTech>
<PrereqTech>TECH_POLYTHEISM</PrereqTech>
<PrereqTech>TECH_PRIESTHOOD</PrereqTech>
<PrereqTech>TECH_THE_WHEEL</PrereqTech>
</AndPreReqs>

However, these 5 techs are all required to be a requirement to research this new imaginary tech BUT under the greater picture there are no arrows pointing to this tech. However, let us modify our five requirements. Let us have tech tech NEED MEDITATION, MYSTICISM, and POLYTHEISM but you can also have either PRIESTHOOD or THE_WHEEL to be needed to research this tech. It would look like the following:

<OrPreReqs>
<PrereqTech>TECH_PRIESTHOOD</PrereqTech>
<PrereqTech>TECH_THE_WHEEL</PrereqTech>
</OrPreReqs>
<AndPreReqs>
<PrereqTech>TECH_MYSTICISM</PrereqTech>
<PrereqTech>TECH_MEDITATION</PrereqTech>
<PrereqTech>TECH_POLYTHEISM</PrereqTech>
</AndPreReqs>

The above example will only have PRIESTHOOD and THE_WHEEL point to this new technology.


Here is some basic ideas



Requires only 1 with no arrow pointing to the tech (1 AND):
************************************************************************************************
<OrPreReqs/>
<AndPreReqs>
<PrereqTech>TECH_THEOLOGY</PrereqTech>
</AndPreReqs>
************************************************************************************************


Requires only 1 TECH and an arrow points to the tech (1 OR):
************************************************************************************************
<OrPreReqs>
<PrereqTech>TECH_WRITING</PrereqTech>
</OrPreReqs>
<AndPreReqs/>
************************************************************************************************



Requires 2 techs with no arrows pointing to the tech (2 ANDs):
************************************************************************************************
<OrPreReqs/>
<AndPreReqs>
<PrereqTech>TECH_THEOLOGY</PrereqTech>
<PrereqTech>TECH_MONARCHY</PrereqTech>
</AndPreReqs>
************************************************************************************************



Requires one of the following techs and both techs have arrows pointing to the tech (2 ORs):
************************************************************************************************
<OrPreReqs>
<PrereqTech>TECH_WRITING</PrereqTech>
<PrereqTech>TECH_POLYTHEISM</PrereqTech>
</OrPreReqs>
<AndPreReqs/>
************************************************************************************************


This will require two these two technologies to be required but only 1 arrow (the OR) to point to the tech (1 OR + 1 AND):
************************************************************************************************ <OrPreReqs>
<PrereqTech>TECH_PRIESTHOOD</PrereqTech>
</OrPreReqs>
<AndPreReqs>
<PrereqTech>TECH_WRITING</PrereqTech>
</AndPreReqs>
************************************************************************************************





This will require one of the two (ORs) and the AND technology as a requirement plus both OR technologies will have arrows pointing to the tech (2 ORs + 1 AND):

************************************************************************************************
<OrPreReqs>
<PrereqTech>TECH_PRIESTHOOD</PrereqTech>
<PrereqTech>TECH_CURRENCY</PrereqTech>
</OrPreReqs>
<AndPreReqs>
<PrereqTech>TECH_WRITING</PrereqTech>
</AndPreReqs>
************************************************************************************************
 
Sorry about digging this up(if it's deemed ThreadNecromancy), but I wanted to say thank you for writing this. I know I will be reviewing this for my mod's tech tree.
:D
 
Its a moderately dead thread. Which is amazing since there are very few good threads about techs and what each tech does.

If you are doing tech manually... my suggestion is to do the following:

1. Figure out how your tech tree should look like with names and a general idea of what it should do. (ie plan ahead.)

2. Do not be too linear.


A----> B ---> D ---> E ---->F
\
----->C ---> X ---> Y ---> Z


Have a few multiple paths. Have a few techs have 1 or 2 required techs and 2 or 3 Ors

For instance, tech X requires EITHER tech A or tech B or tech C

While tech Y requires either tech C or tech D but always requires tech A. I would recommend to copy and paste the original tech tree and modify based on that.
 
ive got a question. im adding new techs and they show up where i want them but they dont have the prereq techs i put in. an example i put in seafaring and gave it sailing as its only pretech but it shows up with non. and i put in naval warfare with searfaring and iron working for the techs but it shows them in the tech tree as being iron working and archery. i dont get why its doing this at all. i didnt have this problem with warlords.
 
Interesting.

1. Are you using the original techs and just modifying them?

a. For instance, you create a folder called "TEST" and copy all the NextWar files into it and modify the tech files from there?

b. You created a single folder and have only the tech and the text (such as the pedia info) in there?




If you are doing a.

Make sure you dont have the tech "replicated" twice. A mistake I did originally was I copy in all the techs from nextwar (since it was close to the original BtS but had a few late scenarios) and then modified the techs from there. The problem was the I would copy and paste and left the original as well... thus there was twice as many techs and the computer kept seeing double (i think this is whats happening to you). The easiest solution, if this is your case, would be to erase one of the duplicates in your modified MOD files.

Example... you found the area where its TECH_MUSIC

You copy it, past it on the top, and change the past to something like
TECH_MODERNMUSIC

But since you made a copy, the original TECH_MUSIC is still there.



Another idea is spelling and case sensitivity.

TECh_MUSIC

is not the same as TECH_MUSIC

or TECH_MUISC

I made those allot. However, normally you get errors.


--------------------------

Another thought, when you run the game and "test" it ... do examine the tech (not just look at the tree) to see what the requirements say are required?

Remember, if you had TECH_SEAFARING that required only TECH_SAILS
You can do it one of two ways:


<OrPreReqs/>
<AndPreReqs>
<PrereqTech>TECH_SAILS</PrereqTech>
</AndPreReqs>


----or----

<OrPreReqs>
<PrereqTech>TECH_SAILS</PrereqTech>
</OrPreReqs>
<AndPreReqs/>


---------------------------------

This literally makes no difference other than, in the tech tree the top example (the AND) will have a picture of the tech to the top right of the TECH_SEAFARING box and the bottom example has an arrow that connects the box of TECH_SAILS to TECH_SEAFARING

Another thing about arrows. Generally speaking a box can have at most two arrows that it points to. In other words, only have two other text that use the original tech as an "OR" tech. And you techs to be on different elevations that each other. For instance TECH_HUTMAKING also requires TECH_SAILS (as well as TECH_SEAFARING). Thus TECH_SAILS would be in location 5,5 and TECH_HUTMAKING should be in 6,3 and TECH_SEAFARING would be in position 6,7


One last thing... overlaps. If you made TECH_HUTMAKING and TECH_SAILS and TECH_SEAFARING in position 6,3 (all three techs) only one tech would show visibly - even though the computer knows they are there.

Tech the tech tree is just for human looks. It serves no purpose other than making it easier for us humans to figure out what to research next. I would recommend to have each column to stagger from 3 thru 5 ad sometimes just one or two. Thats just me. Or if you are smart... In the classical era put most of the ocean and sea techs on top, religion in the middle, and everything else on the bottom. Of course, it just depends. i always like to mix and match every so often. For example, in the ancient era ocean and sea techs only need a requirement of another ocean or sea tech. Then in classical era have ocean and sea techs require a previous ocean or sea tech plus a tech in another area (like religion or drama) and then in the medieval era go back to the pure techs. Or something like that to keep it from feeling linear.
 
well i am using the techs from another mod. copy and paste them into my tech xml. ive triple checked the lines and can find nothing missing or wrong in it. when i check the tech i open it up look both on the tech tree and the civlopedia. seafaring is empty it has no requirments no leads to nothing. also i have switched sailing from and to or then back again it didnt matter. never did the icon button show up in seafaring and never was there an arrow.

i was working on this problem again and realized something. each of my new techs is taking the pretechs from the tech before it in the file. and since there isnt any new one before my seafaring tech it has none at all. i still dont know why its one off like that but im one step closer to figuring it out
 
can you list the code for one of your trouble techs? i can see if i can spot it or worse comes to worse put it in my mod and see what happens.

Disclaimer: I am not an expert. I just started to MOD in my spare time a few weeks ago. And no one was talking about technology mods so I used this thread as the basis of my knowledge. Seems technology mods is either an unknown factor or a dirty little secret no one likes to share. I gotten very little help and the little help i did get i got 2 messages.
 
ok i figured it out. in every XML file i work on i add a line like this <!-- new --> to seperate the exsisting stuff from the new items im adding. this has never caused a problem before in either warlords or any of the other BtS XML files i have done so far. however this time it was the entire problem, i removed it and it all works fine now. not sure why the tech XML file is more picky about this than the others but it is. thanks for trying to help out :)
 
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