Techs too early

agonistes

wants his subs under ice!
Joined
May 30, 2007
Messages
2,555
Location
Vermont
Seasteads and Smart Materials are available for research in the Ren.

I assume its a bug from disabled mods, but am not sure. I deleted/unsubscribed, cleared cache, and verified integrity.

Anyone else having this issue?

edit: I'm avoiding researching them, and I guess if the ai 'cheats' and researches the GDR, they won't actually be able to build it... but I was thinking my poor Jannissries would have a hell of a time taking on some GDRs.
 
Seasteads and Smart Materials are available for research in the Ren.

I assume its a bug from disabled mods, but am not sure. I deleted/unsubscribed, cleared cache, and verified integrity.

Anyone else having this issue?

edit: I'm avoiding researching them, and I guess if the ai 'cheats' and researches the GDR, they won't actually be able to build it... but I was thinking my poor Jannissries would have a hell of a time taking on some GDRs.
Are these techs out of place in the tech tree or just available while you are in the Ren. era?
If the first it is a bug and should be reported in the bug forum.
If the latter it's WAD Civ is known for fast teching .
But, at 2000+ post I am sure you are aware of this.
 
Are these techs out of place in the tech tree or just available while you are in the Ren. era?
If the first it is a bug and should be reported in the bug forum.
If the latter it's WAD Civ is known for fast teching .
But, at 2000+ post I am sure you are aware of this.

Not out of place. What is WAD? I had installed real era stop, and its tech tree partner, which I suspect is the culprit. But I wasn't using it for this game.

I'm also using 4-7x, which is also a suspect. However, with the older versions of this mod (5x and 10x), if you disabled mid game and reloaded the game, you could keep playing and the mod didn't effect the speed any longer. In this game, I disabled to see if it was the issue, and the techs are still there. Its possible that unlike the earlier versions, disabling it does not prevent it from being auto enabled.

But since no one else is experiencing this, its definately my end.
 
Not out of place. What is WAD? I had installed real era stop, and its tech tree partner, which I suspect is the culprit. But I wasn't using it for this game.

I'm also using 4-7x, which is also a suspect. However, with the older versions of this mod (5x and 10x), if you disabled mid game and reloaded the game, you could keep playing and the mod didn't effect the speed any longer. In this game, I disabled to see if it was the issue, and the techs are still there. Its possible that unlike the earlier versions, disabling it does not prevent it from being auto enabled.

But since no one else is experiencing this, its definately my end.
In bug reports there is another player who had this prob. This poster put up a screen shot which showed two advanced techs as researchable (grey) but none of the prerequisites available(all of them white). So a question can you actually select the advance tech to research?
If yes then this would appear to be a bug.
 
In bug reports there is another player who had this prob. This poster put up a screen shot which showed two advanced techs as researchable (grey) but none of the prerequisites available(all of them white). So a question can you actually select the advance tech to research?
If yes then this would appear to be a bug.

It was the x4-7 mod.
 
It was the x4-7 mod.

So you disabled this mod and the techs were no longer able to be researched in the same game?

Looking at my mod that I created myself, I assume the fact that I 'forgot' about the new eras is the culprit. Here is what I was doing:

Code:
    VALUES    ("ERA_ANCIENT",1.75),
            ("ERA_CLASSICAL", 2.0),
            ("ERA_MEDIEVAL", 2.25),
            ("ERA_RENAISSANCE", 2.5),
            ("ERA_INDUSTRIAL", 2.75),
            ("ERA_MODERN", 3.0),
            ("ERA_ATOMIC", 3.25),
            ("ERA_INFORMATION", 3.5);

...and if you notice the old mod version doesn't have the new eras. So I bet if I add them in, it might fix it. Thanks for confirming you had the same issue. I wonder if some kind of total cost issue is happening.
 
So you disabled this mod and the techs were no longer able to be researched in the same game?

Looking at my mod that I created myself, I assume the fact that I 'forgot' about the new eras is the culprit. Here is what I was doing:

Code:
    VALUES    ("ERA_ANCIENT",1.75),
            ("ERA_CLASSICAL", 2.0),
            ("ERA_MEDIEVAL", 2.25),
            ("ERA_RENAISSANCE", 2.5),
            ("ERA_INDUSTRIAL", 2.75),
            ("ERA_MODERN", 3.0),
            ("ERA_ATOMIC", 3.25),
            ("ERA_INFORMATION", 3.5);

...and if you notice the old mod version doesn't have the new eras. So I bet if I add them in, it might fix it. Thanks for confirming you had the same issue. I wonder if some kind of total cost issue is happening.

Actually, disabling it didn't help that game... but I started a game with just that mod, same issue, then another game without it, no issue.

Really needs an update.

edit: its a fabulous mod btw
 
Get the same problem (First future tech available in Renaissance and they are cheap) with the same kind of mod, adding 'era_future' does not help... :.(
 
Back
Top Bottom