Tech wont update

redindus

Chieftain
Joined
Jun 17, 2013
Messages
17
Not sure what i am doing wrong, i followed Keal mod guide and unfort it didnt explain about tech or change/add them. Anyway i manage to make a folder XML/Technologies along with copy/paste CIV5Technologies.xml.

I clicked on mymod and action to add ModActivated then UpdateData CIV5Technologies.xml.

What i did is remove most codes that arent needed and kept the Research and making them alittle more expensive. But it didnt kick in.

Anyway i have my WorldMap on Epic settings, but the research trees are still alittle low and need to be raise some or double for testing.

Can someone tell me what i need to do? I also have Imported into VFS "true" both map and the tech.xml. Ran Debug and there is no errors, kinda odd that the .xml hasnt been override or update the default tech.xml.
 
Civ5 mods don't work like Civ4 mods. A Civ5 mod should add, remove or update things instead of replacing the whole file. So if you want to make changes to the tech tree, you only need to include things that should be changed. If you're using XML*, use <Row> to add new techs, <Update> to change existing ones, and <Delete> to remove unneeded ones (but there are some problems with deleting things, see this thread). Kael's guide contains information about using these tags (although it's outdated in some other areas).

* You can also use SQL.

For XML files that change the database, you don't need to set VFS to true. For maps, you need to set it to true, and add the map to the Content tab.

Also, the "debug" in ModBuddy does nothing more than copying/updating some files. To truly debug your mod, you need to enable logging and test it in the game.
 
Civ5 mods don't work like Civ4 mods. A Civ5 mod should add, remove or update things instead of replacing the whole file. So if you want to make changes to the tech tree, you only need to include things that should be changed. If you're using XML*, use <Row> to add new techs, <Update> to change existing ones, and <Delete> to remove unneeded ones (but there are some problems with deleting things, see this thread). Kael's guide contains information about using these tags (although it's outdated in some other areas).

* You can also use SQL.

For XML files that change the database, you don't need to set VFS to true. For maps, you need to set it to true, and add the map to the Content tab.

Also, the "debug" in ModBuddy does nothing more than copying/updating some files. To truly debug your mod, you need to enable logging and test it in the game.

Thank for reply, i check into SQL and see if that work or not. All i am doing is changing the number or cost and not deleting the tag. It shouldnt be that hard to do.
 
I manage to update it in .xml, by using update then add set and where without having to have the whole code in .xml sheet.
 
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