tech tree building help

allan

Cabrón
Joined
Jun 10, 2001
Messages
890
Location
Minneapolis, MN USA
I'm having some problems with the editor. I'm trying to add more techs between stealth and future tech (to delay spaceship construction a bit), and am putting those techs in the "extra tech" slots provided. Problem is, I keep setting the prerequisite for "future technology" as "Bussard Ramjets" (the tech that allows SS components), but when I go back to look at it again, the prerequisite always changes back to "Space Flight" (which is very odd, considering that was never the prerequisite to begin with). Also, the two advances available at the beginning of the scenario (all nations have up to stealth), cloning (genetic engineering and miniaturization) and space probes (space flight and the laser) are never available for research. Is this because of where I put them (in those "extra tech" slots), or something else? I made sure to edit the tree EVERYWHERE necessary so that there were no inconsistencies, yet the only tech available to scientists remains "future tech 1". So what's up with that?

BTW, I changed "Apollo" to "Sublight Test Flight" and made that available with Bussard Ramjets. Structurals were available with "Asteroid Mining" and Modules with "Terraforming"--both before Bussard Ramjets (changing the build sequence somewhat, at least for those civs who start to build after the Sublight Test Flight wonder is built by another civ).
 
My advice is to do the changes on paper, and then directly to the rules.txt file. The only case when this ****s up is when you make a tech loop, so beware you don't do that. Otherwise it is very basic, and you're completely liberated from the limitations and mysterious "changes" of the Civ2 editor. Combining the editor and working with the txt-file is not recommended, either, since the editor writes changes to your files.
 
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