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  • Messed up tech problem!

    I am trying to get BFIII working to a beta stage at
    the moment, and everything has been going fine...

    Up until about an hour ago...

    What is happening is beyond weird.

    I have a fully-developed tech tree which I will attach to this post.

    The scenario tech paradigm is at default 10.

    But when I kick off the scenario, the civs cannot research,
    and are getting ridiculous times like 160 turns to discover techs,
    even though I want advances to go slow, but not this much!

    The main thing that is a mystery, is the total lack of tech menu popping up!
    The 'what advance shall we pursue' window is totally absent! It makes no sense.

    And when I try to select the research path with the cheat menu,
    CIV2 is not even letting me access that menu feature!!! HAH?

    The civs only start off with about 10 techs, and all have advances
    that dervice from each...In short, there should be a ton of tech choices,
    but as it is, I am not even getting a menu!

    I am hereby requesting assistance!!!

    Anyone had this bug before?

    Attached Files
    http://sleague.apolyton.net/index.php?title=Home
    http://totalfear.blogspot.com/

  • #2
    Here is the save game too for good measure...!
    Attached Files
    http://sleague.apolyton.net/index.php?title=Home
    http://totalfear.blogspot.com/

    Comment


    • #3
      It's not a bug, it's the designer. You've ballsed up the @LEADERS2 settings. At some stage in the development of the scenario you've tinkered with technology restrictions in rules.txt and then later dropped them. The original LEADERS2 table has been saved to the SAV file, banning some tribes from researching any technologies. Notice the message 'Can Never Research' under the technology entries in the Civilopedia. I've hex-edited the file to clear the table.

      There's something else. I ran Mercator's Civ2Tech on the rules file (you know, the utility that a bunch of people asked for and then never bothered to use). It indicated that Lore Level (future technology) had an unresearchable tech (Twice Removed) as one of its prerequisites. It's more of a warning than anything. There shouldn't be a problem providing that all the tribes get, say, Starless Aeon.
      Attached Files
      Catfish's Cave - Resources for Civ2: Test of Time | Test of Time FAQ | War of the Ring scenario

      Comment


      • #4
        Like the cavalry, Catfish rides in to save my scenario!

        Cheers, mate - Indeed, I was using @LEADERS2, but could
        not get the settings to take, even with embedded events
        supporting it...But I came up with solutions with the techs.

        Seems my solution was a bit sloppy!

        Catfish, thanks for your help...And I will check that tech tree
        out, fixing the lore level issue.

        PS
        Time to DL Merc's newest utilities, methinks!

        http://sleague.apolyton.net/index.php?title=Home
        http://totalfear.blogspot.com/

        Comment


        • #5
          One more thing, Catfish, -

          Do you have a link to Merc's CIV2tech utility?
          I can't see it on his download pages...

          http://sleague.apolyton.net/index.php?title=Home
          http://totalfear.blogspot.com/

          Comment


          • #6
            Yeah!

            I works again!!!

            You made my day, Catfish!
            Now I can begin testing out the scenario....!

            http://sleague.apolyton.net/index.php?title=Home
            http://totalfear.blogspot.com/

            Comment


            • #7
              Originally posted by curtsibling
              Like the cavalry, Catfish rides in to save my scenario!
              Cue the big movie music.

              Originally posted by curtsibling
              Cheers, mate - Indeed, I was using @LEADERS2, but could not get the settings to take, even with embedded events supporting it.
              It seems they did, because they were doing a good job of locking down your tribes. The easiest way to implement the ToT technology restrictions is to focus on creating the groups for @LEADERS2 first and forget about @CIVILIZE2 until later. The @LEADERS2 table is saved to the SAV file, the @CIVILIZE2 table isn't. It's very easy to make changes to the latter by simply editing rules.txt - just assign each technology to one of the groups you created previously.

              Originally posted by curtsibling
              Seems my solution was a bit sloppy!
              Not the idea - just the implementation. The problem with restrictions created using the CIVILIZE2/LEADERS2 combo is that rule 2 restrictions (supposedly event-only) can be stolen by espionage (clearly a bug), so it's not exactly watertight. You have AI role 6 units in the scenario, so the way it's set up now is probably the best.

              BTW, I forgot to address the problem of the large research times. I don't think there's anything unusual there. It's just a matter of low total science output for the fledgling tribes, coupled with a relatively large number of starting techs. It should right itself once the tribes begin to expand.

              Originally posted by curtsibling
              Do you have a link to Merc's CIV2tech utility?
              I think he only posted it in the forum. Here's the thread.

              Originally posted by curtsibling
              I works again!!!

              You made my day, Catfish!
              Great.
              Catfish's Cave - Resources for Civ2: Test of Time | Test of Time FAQ | War of the Ring scenario

              Comment


              • #8
                Thanks again, mate.

                Your insights are always of invaluable help!

                http://sleague.apolyton.net/index.php?title=Home
                http://totalfear.blogspot.com/

                Comment


                • #9
                  Originally posted by curtsibling
                  Thanks again, mate.
                  No problem.

                  Originally posted by Catfish
                  The problem with restrictions created using the CIVILIZE2/LEADERS2 combo is that rule 2 restrictions (supposedly event-only) can be stolen by espionage (clearly a bug), so it's not exactly watertight. You have AI role 6 units in the scenario, so the way it's set up now is probably the best.
                  BTW, I'm making an assumption there that you're using 'no, no' prerequisites to restrict critical techs. CIVILIZE2/LEADERS2 rule 2 restrictions work well so long as tech stealing isn't an option in the scenario.
                  Catfish's Cave - Resources for Civ2: Test of Time | Test of Time FAQ | War of the Ring scenario

                  Comment


                  • #10
                    Indeed, I am using the 'twice removed/once removed' system to hide various techs.

                    It was the tech-stealing I was trying to control. But I decided to use a combo
                    of generic tech names and the @UNITS_ADVANCED build restrictions.

                    http://sleague.apolyton.net/index.php?title=Home
                    http://totalfear.blogspot.com/

                    Comment

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