Weird Tech Tree error..

Jeckel

Great Reverend
Joined
Nov 16, 2005
Messages
1,637
Location
Peoria, IL
Alright I am getting a weird result when I try to add some new techs into the game. I added two techs, Beaten Paths and Stone Working. I set both to need no prereq techs and some other stuff like enable roads and reveal stone. This all works fine. I then set The Wheel to andrequire Beaten Paths and Mining to andrequire Stone Working. This is were the problem pops up. When I go into the game and look at the tech tree, The Wheel shows an andrequire for Stone Working and neither of my techs show the proper leads to things..

Please someone help! This is driving me insane!

I've included my mod as it stands, if anyone has any ideas or advise I would really appriceate it.

I moved all of the techs, except the first row, to the right 10 places and spread the first rows techs out over the y axis.

In the acual techinfos xml file, I moved the tech entries around, but I kept all the tags and whatnot intacked, so I don't see why this would matter.
 

Attachments

It does that. It's a very tempremental xml files.

Firstly, if you added any comments - remove them. Comments break this file.

Secondly, the order the techs appear in the list also matters. I have yet to see somebody who has completely cracked the rule, but if you always put a tech AFTER it's prequesites it should work.
 
I will try this right away. I did put comments in and i'll take them out right away and if that doesn't work I'll go about putting it in the prereq order.

Thanks for the advice, maybe I won't lose my mind after all :D
 
*great sigh of relief*

I took the comments out and everything seems to have stopped freaking out.

Thanx loads Great Great Apple, I never would have thought that was the cause.

Now back to the buisness at hand, modding up a ancient era with as much stuff as a normal 7 era game :>
 
Back
Top Bottom