Why is this ModMod Not in C2C Already?

Pepper obviously knows what he's doing there. Maybe he can help us to properly add the xml for the eras themselves.

Again, my role in this would come once I can see a complete spreadsheet tech tree plan. We'll need to include the new era entry gateway tech/columns in that. Even many existing eras don't have that yet and we have a glaring gap in techs in a number of x-layers leading up to the medieval that needs resolved.
 
Even many existing eras don't have that yet and we have a glaring gap in techs in a number of x-layers leading up to the medieval that needs resolved.

I would like to work on getting more stuff in the Medieval er anyways so please leave those blank columns. They are needed for wiggle room when the Medieval Era is worked on.
 
@Hydro,
You have Cryptography Tech 1 spot too high in it's new column. It is on top of Road Building. There is a spce below road building open. Have you gotten that fixed yet? DH reported it in the Bug thread yesterday iirc.

EDIT: I Fixed it SVN commit done. Moved it down 1 space to X34 Y13. Road Building was already at X34 Y11.
 
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So who on the team will be adding the new eras? I don't really know how to. And I know we want this to be a core addition and not a modmod addition.

It involves about 3 or 4 xml files. I believe the EraInfos.xml gives a list of files to check if you add or delete an Era. Plus all the Sevopedia text files that may need attention as well.

(yeah, double post I know :p )
 
I would like to work on getting more stuff in the Medieval er anyways so please leave those blank columns. They are needed for wiggle room when the Medieval Era is worked on.
Agreed and I'm just pointing at the problem in hopes that someone such as you is looking into it.
 
Pepper obviously knows what he's doing there. Maybe he can help us to properly add the xml for the eras themselves.

I can do it partially. The split that I put in the modmod thread works, but I know I missed at least one thing and probably several others.
 
@Hydro,
You have Cryptography Tech 1 spot too high in it's new column. It is on top of Road Building. There is a spce below road building open. Have you gotten that fixed yet? DH reported it in the Bug thread yesterday iirc.

EDIT: I Fixed it SVN commit done. Moved it down 1 space to X34 Y13. Road Building was already at X34 Y11.

Yikes! Sorry about that. I will have to double check my online tech tree.
 
I can do it partially. The split that I put in the modmod thread works, but I know I missed at least one thing and probably several others.

Well if you could put in the new Information, Nanotech, Cosmic and Transcendent Eras into the core that would be good. While you are there maybe rename the Modern to Atomic.

After that we can get working on giving existing techs new era tags.

And then after that you can start moving existing techs around and adding new techs to the tree.

That way less problem happen if the are done in steps.

I will have to update my online tech tree too to reflect all the moved techs and new ones.
 
Well if you could put in the new Information, Nanotech, Cosmic and Transcendent Eras into the core that would be good. While you are there maybe rename the Modern to Atomic.

Sounds like a plan. I'll do it tomorrow. Then I'll wait for a bit before doing anything else so we can have enough time to check for bug and cosmetic issues.
 
@pepper2000

Ok I here is the tech tree. Click on the "Space Tech Tree" tab and please look over if I added it right. Note that the Interstellar Colonization should be one row up since its on the same line as Molecular Assembly.

@TB
The link above should give you an idea of how the new tech tree will be. Orange techs are existing techs that moved. And red techs are NEW techs.
 
Ok I here is the tech tree. Click on the "Space Tech Tree" tab and please look over if I added it right. Note that the Interstellar Colonization should be one row up since its on the same line as Molecular Assembly.

Excellent. Thanks a lot for doing that. Looks good. And good catch on the overlapping techs. I thought I had fixed all of those.

A couple thoughts. These come from skimming over the document and not studying it in great detail, so sorry if I missed something.

1) For the sake of balancing out lengths a bit better, I started the Atomic Era at x74 rather than x77. Anyone have strong feelings one way or the other on that?
2) I also have a Renewable Energy tech at x90,y7.
3) The Nanotech Era starts at x98.
4) I start the Cosmic Era at x133, not x132. The idea is that Folding Space allows colonization of the outer reaches of the Milky Way, while Space Creasing allows the first extragalactic colonization, starting a new era.
5) I noticed you changed a few names (e.g. Xenomining instead of Exomining). Just glancing it over, the changes seem to be good suggestions.
6) The good news is that things seem to be in order. The bad news is that I have already queued up 29 new techs and will be doing some more rearrangement to the late eras.
 
The bad news is that I have already queued up 29 new techs and will be doing some more rearrangement to the late eras.
The good news to that is that this is the time to do it while things are 'in flux'.
@pepper2000

Ok I here is the tech tree. Click on the "Space Tech Tree" tab and please look over if I added it right. Note that the Interstellar Colonization should be one row up since its on the same line as Molecular Assembly.

@TB
The link above should give you an idea of how the new tech tree will be. Orange techs are existing techs that moved. And red techs are NEW techs.
Awesome. Can I make some notes and suggestions underneath it as I go through it tomorrow?
 
1) For the sake of balancing out lengths a bit better, I started the Atomic Era at x74 rather than x77. Anyone have strong feelings one way or the other on that?

Won't all the units in those have to have their era class redone?

5) I noticed you changed a few names (e.g. Xenomining instead of Exomining). Just glancing it over, the changes seem to be good suggestions.

Oops that was not intentional. But if you want to change them I could leave them.

6) The good news is that things seem to be in order. The bad news is that I have already queued up 29 new techs and will be doing some more rearrangement to the late eras.

Perhaps you should message me your google account name so I can allow you to edit the online tech tree too.
 
IMO the lunar techs (manufacturing, colonization and tourism) are still a littlebit too close to each other. I proposed a way to shift around reqs a while ago so you can't beeline them too fast.
 
Won't all the units in those have to have their era class redone?

I don't know how it works. I was under that unit era combat classes are determined automatically, but I haven't taken a close look.

Perhaps you should message me your google account name so I can allow you to edit the online tech tree too.

Done.

IMO the lunar techs (manufacturing, colonization and tourism) are still a littlebit too close to each other. I proposed a way to shift around reqs a while ago so you can't beeline them too fast.

Agreed. Sorry I missed or don't remember the earlier proposal; can you link to it?
 
I was under that unit era combat classes are determined automatically, but I haven't taken a close look.
They are. But it also means that we need combat classes for each era. Combat classes have a bit more than the usual xml when adding new ones... there's a guide to creating them in the modder's documentation.
 
OK, the new eras are added. No new techs have been added/moved to the new eras yet.

They are. But it also means that we need combat classes for each era. Combat classes have a bit more than the usual xml when adding new ones... there's a guide to creating them in the modder's documentation.

Thanks. I've started looking but don't fully understand it yet.

I would ask if all of us could take a look over and see if there are any issues. Combat classes are one thing that still needs to be addressed, and I'm sure there are others. I will wait for a while before populating the new eras with techs.
 
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