Tech stops at modern age?

Yep. Like I said, I deleted everything to do with the mod off my computer - the actual folder in my mods folder, the "current copy" working folder I have, and even the folder that I update from the SVN. Created a new SVN folder and re-downloaded everything from scratch, wound up with the exact same problem.
 
Sorry, got a bit busy.

I'm going to spend some time tonight fiddling around with the settings and see if anything I do can get the future techs to show up properly. If that doesn't work I'm going to try uninstalling everything and then downloading again. If I still have the same problem no matter what game I start up, I'll attach a save so you can try it on your system.

It's a pretty big bug to be missing so much content, so I am guessing if anyone else had the problem they would have come here to complain. I just can't for the life of me figure out what I could be doing to cause it - especially since, like I said, I had the v34 downloaded on the exact same system before, and all the ages showed up fine then.

Is there a specific file that describes how the techs in the tech tree are supposed to link up to each other that I could look at while I'm trying to fiddle around with things tonight?
 
So I wiped everything, downloaded from the SVN (again) and I'm still winding up with the same problem.

It's odd, when I enable the future era, the techs are showing up - but not their icons. Like I said, all the techs for the modern age lead directly into analyze strings. But in the tech tree window, the tech tree beyond that, the TEXT (titles) of the technologies show up. That could make it playable, sort of. Problem is, a lot of the technologies don't seem to recognize that they have pre-requisites. For example, int he ancient age, I can just straight up start researching hypothetical biochemistry. However, OTHER future techs DO recognize that they need pre-requisites (For example, Subterranean exploration, when I click on the text, sets me up to do all the research through the ages I'd need to do to get to it. Well...up to a certain point. It makes me research up to Astro environmental Systems in the modern age...but nothing else is required. Hmm.) It's all really, really odd. I'm going to try to mess around with some settings.

Hydro has one what, though? Does he know the name of the file that had the tech tree information in it?
 
Hydro has a documentation on the tech tree.

AND just got this bug reported there too... I'm a little confused by this one. I'll check in my game I'm about to open here to see if it's happening to me as well.
 
Well I guess I'm glad I'm not the only one with this problem. Do you still want a saved game from me?
 
Okay, so this is just a duel map sample that I started up in the modern age.

But I did notice something this time - in the loading screen at the beginning of the game, where it lists all the game's enabled options, it actually says "No Future Era" is enabled - even though when I get into the game itself and enter the worldbuilder, the "No Future Era" option is unchecked! I didn't notice it before because I had been playing around with all sorts of options, this time, I left all the options unchecked. (Also, the game seems to start in approximately 50000 AD, didn't notice that before, not sure if that's a bug.)
 

Attachments

Advanced Start is bugged. It could be the cause of the problems. Is the lack of techs only happening when Advanced Start is used?
 
I didn't use advanced start though?

edit: Sorry, I can't recall if I used advanced start on the Sample (although I think I didn't, because I never use Advanced Start) but I've started multiple games where I didn't use it and the techs are still messed up.
 
Okay, so this is just a duel map sample that I started up in the modern age.

But I did notice something this time - in the loading screen at the beginning of the game, where it lists all the game's enabled options, it actually says "No Future Era" is enabled - even though when I get into the game itself and enter the worldbuilder, the "No Future Era" option is unchecked! I didn't notice it before because I had been playing around with all sorts of options, this time, I left all the options unchecked. (Also, the game seems to start in approximately 50000 AD, didn't notice that before, not sure if that's a bug.)

It sounds like you have the default for No Future Era set to 1 in the gameoptioninfos.xml file. Once its begun with the option on, the game sounds like its permanently bugged. So the trick would be to make sure that file (in assets/xml/gameinfo filepath) shows the No Future Era option's default at 0.
 
Just checked it out, assuming it's GAMEOPTION_NO_FUTURE, the default was already set to 0.
 
Just checked it out, assuming it's GAMEOPTION_NO_FUTURE, the default was already set to 0.

Wow... I do NOT know how it would be autosetting it to on when you start your games!!! Wait... the ini file! Did you ever delete the ini?

Actually... forget that. There may be another way it's taking on an autoassignment... Just turn the bVisible setting to ON and try starting a game and handselecting it to be OFF. (You DO start Custom Games right?)
 
Okay, that did it. It was odd, though: Even though the default was set to 0 in the file, when I went to start a custom game, the option was checked, as if the default was set to 1. Somehow the "No Future Eras" default is being set to 1 somewhere outside that file. It's too bad there's no way to fix it in the game I had going, though.
 
Okay, that did it. It was odd, though: Even though the default was set to 0 in the file, when I went to start a custom game, the option was checked, as if the default was set to 1. Somehow the "No Future Eras" default is being set to 1 somewhere outside that file. It's too bad there's no way to fix it in the game I had going, though.

It's in an ini file that has cached itself and should be deleted but I think there's more than one ini file to find there... Still, if I'm guessing I'd say it's the main Civ4 Config file.

And yeah, the bug that occurs that is not reversible when you start the game with the No Future Eras option on is a bit odd but it's hard to want to hunt it down when the option really shouldn't exist in the first place. Or should but should be debugged at some point. We didn't set it up so whoever left it in its bugged state would know more about the problem than any of us. Options cannot be too safely removed (trying to do so with a few other dead options is what led to this fiasco in the first place.)
 
Sounds like the "inherited options" issue where the option flags (a string of 0s and 1s) in the main Civ4 .ini file are set by some other mod which also has more options than the default BtS. These settings are inherited when starting another mod, and C2C hides some of the options so you can't see if they are set or not and gives them meanings that are different than the other mod since it is done entirely by the order of game options. Normally this is how the game remembers what settings you picked the last time so a new custom game will get the same settings you had the last time, but it doesn't work well with mods that have extra options.

This is the "fixed by starting a game via 'Play Now!'" problem, if that is what it was.
 
Sounds like the "inherited options" issue where the option flags (a string of 0s and 1s) in the main Civ4 .ini file are set by some other mod which also has more options than the default BtS. These settings are inherited when starting another mod, and C2C hides some of the options so you can't see if they are set or not and gives them meanings that are different than the other mod since it is done entirely by the order of game options. Normally this is how the game remembers what settings you picked the last time so a new custom game will get the same settings you had the last time, but it doesn't work well with mods that have extra options.

This is the "fixed by starting a game via 'Play Now!'" problem, if that is what it was.

I am fairly sure we have put in Platyping's code to fix that issue.
 
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