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  • Different Tech Tree

    I tried to implement my own tech tree into a modpack I am making and the game will not accept the new one. Why is this happening?
    Sic transit gloria mundi.

  • #2
    There are several possible reasons for this. By 'not accept' does it crash? Which version of Civ2 are you using (the extra three slots - U1, U2, and U3 sometimes do not work as intended)? Did you alter 'Future Tech'?

    If the game crashes, it's likely you have a technology loop, where two advances are prerequisites for eachother.

    Comment


    • #3
      Can you post your tech tree? I might be able to make the corrections.

      Comment


      • #4
        This is the section in rules.txt
        -----------------------------------------
        @CIVILIZE
        Advanced Iron Working, 6,-1 Rif, Ste, 1, 4 ; Adv
        Barbed Wire, 3,-1, Com, nil, 2, 1 ; Bar
        Bessemer Converter, 7, 0, Cmp, Squ, 1, 2 ; Bes
        Breech-Loading Rifles, 6,-2, Bes, nil, 1, 0 ; Bre
        Chemistry, 4, 0, Dyn, Bar, 3, 3 ; Che
        Commercial Fertilizer, 5, 1, Mec, nil, 1, 1 ; Com
        Communism, 5, 0, Bes, nil, 1, 2 ; Cmn
        Compound Steam Engine, 5, 1, Iro, Ste, 1, 4 ; Cmp
        Democracy, 5, 1, Cmp, nil, 1, 2 ; Dem
        Dynamite, 7, 0, Lar, Squ, 2, 4 ; Dyn
        Feed Grasses, 4, 1, nil, nil, 0, 2 ; Fee
        Fundamentalism, 3,-2, nil, nil, 0, 2 ; Fun
        Improved Range-Finding, 5,-1, Che, Mar, 3, 0 ; Imp
        Internal Combustion, 5,-2, Mag, Imp, 3, 0 ; Int
        Iron Railroad Bridge, 5, 1, nil, nil, 0, 4 ; Iro
        Large Artillery, 4,-1, Bre, Stl, 2, 0 ; Lar
        Machine Guns, 5,-2, Dyn, nil, 3, 0 ; Mag
        Marine Engineering, 6, 0, Stl, nil, 3, 1 ; Mar
        Mechanical Reaper, 5, 1, Adv, Pow, 1, 4 ; Mec
        Monarchy, 5, 1, nil, nil, 0, 2 ; Mon
        Oil Drilling, 4, 1, Adv, Mec, 2, 2 ; Oil
        Paddlewheels, 4, 1, Str, nil, 0, 1 ; Pad
        Power Loom, 5, 1, Pad, Fee, 0, 2 ; Pow
        The Republic, 5, 1, nil, nil, 0, 2 ; Rep
        Rifled Artillery, 5,-1, Bes, Pad, 1, 0 ; Rif
        Square-Set Timbering, 4, 0, nil, nil, 0, 1 ; Squ
        Steel and Iron Plows, 4, 1, nil, nil, 0, 2 ; Ste
        Steel Armor Plate, 5,-1, Adv, nil, 2, 0 ; Stl
        Streamlined Hulls, 6, 0, nil, nil, 0, 4 ; Str
        Future Technology, 1, 0, Int, nil, 3, 3 ; ...
        Sic transit gloria mundi.

        Comment


        • #5
          apiquinamir,

          It would appear as though you've simply deleted technologies from the list that you don't want to include, rather than giving them the prerequisites "no, no". The computer is searching down lines trying to locate the 90th line down for instance for "Future Tech", which has been brought up the file's order as there have been so many earlier text lines deleted. You would be better served by keeping the existing structure, don't delete lines, but instead give any unwanted advances, the "no, no" prerequisites.

          It is also unconventional to start changing the codes for the advances (e.g. the first tech being "Adv" instead of the conventional "Afl"). If you are having persistent problems with your rules.txt (having taken care of the first point about not deleting lines) you may also want to revert back to the old codes for advances, even though "Afl" is not an abbreviation for Advanced Iron Working.

          Comment


          • #6
            After changing all of the different problems listed in the previous post, it still won't work.
            Sic transit gloria mundi.

            Comment


            • #7
              Here's the FW/MGE version of my Imperialism Tech Tree. You are welcome to use it(probably needs a little balancing in relation to Government techs. I tried to position the techs optimally so Iron Railroad Bridge=bridges over rivers, Compound Steam Engine=Forts, Oil Drilling=+1 Colosseum happiness, Breechloading Rifle=Barracks Sold Off, Spinning Jenny=No more techs in huts, Machine Guns=Barracks sold off, Square Set Timbering=Increased Temple Happiness, Streamlined Hulls=+1 Naval Movement, Chemistry=Free Advance, High Pressure Steam Engine=Railroad Building, Mechanical Reaper=Farmland Squares, 20th Century=Future Tech. You will need to make an advance in the "Tra" field if you want to use all the trade options in the game, though. If you are using Conflicts in Civilization or the Original version you will need to delete the Extra Techs at the end and I think this will work in Test of Time.;-)

              @CIVILIZE
              Blank, 0, 0, no, no, 0, 0 ; AFl
              Blank, 0, 0, no, no, 0, 0 ; Alp
              Blank, 0, 0, no, no, 0, 0 ; Amp
              Blank, 0, 0, no, no, 0, 0 ; Ast
              Blank, 0, 0, no, no, 0, 0 ; Ato
              Blank, 0, 0, no, no, 0, 0 ; Aut
              Blank, 0, 0, no, no, 0, 0 ; Ban
              Iron Railroad Bridge,1,1, Mys, NP, 0, 1 ; Bri
              Blank, 0, 0, no, no, 0, 0 ; Bro
              Cotton Gin, 3, 0, nil, nil, 0, 4 ; Cer
              Blank, 0, 0, no, no, 0, 0 ; Che
              Blank, 0, 0, no, no, 0, 0 ; Chi
              Blank, 0, 0, no, no, 0, 0 ; CoL
              Blank, 0, 0, no, no, 0, 0 ; CA
              Blank, 0, 0, no, no, 0, 0 ; Cmb
              Power Loom , 3,-1, Hor, Fun, 2, 2 ; Cmn <-Communism
              Blank, 0, 0, no, no, 0, 0 ; Cmp
              Blank, 0, 0, no, no, 0, 0 ; Csc
              Compound Steam Engine,1,1,Bri, San, 1, 1 ; Cst
              Blank, 0, 0, no, no, 0, 0 ; Cor
              Blank, 0, 0, no, no, 0, 0 ; Cur
              Commercial Fertilizer,3,1,Rfg, nil, 3, 2 ; Dem <-Democracy
              Blank, 0, 0, no, no, 0, 0 ; Eco
              Blank, 0, 0, no, no, 0, 0 ; E1
              Oil Drilling, 2, 1, Rfg, Hor, 3, 4 ; E2
              Blank, 0, 0, no, no, 0, 0 ; Eng
              Blank, 0, 0, no, no, 0, 0 ; Env
              Blank, 0, 0, no, no, 0, 0 ; Esp
              Blank, 0, 0, no, no, 0, 0 ; Exp
              Blank, 0, 0, no, no, 0, 0 ; Feu
              Blank, 0, 0, no, no, 0, 0 ; Fli
              Steel + Iron Plows, 3,-2, San, Cer, 1, 2 ; Fun <-Fundamentalism
              Blank, 0, 0, no, no, 0, 0 ; FP
              Blank, 0, 0, no, no, 0, 0 ; Gen
              Bessemer Converter, 3,-2, Fun,Inv, 1, 0 ; Gue
              Breechloading Rifle,3,-2, Gue,nil, 1, 0 ; Gun
              Rifled Artillery, 3,-2, Gun,Cst, 1, 0 ; Hor
              Blank, 0, 0, no, no, 0, 0 ; Ind
              Spinning Jenny, 3, 0, Mon, nil, 1, 4 ; Inv
              Blank, 0, 0, no, no, 0, 0 ; Iro
              Blank, 0, 0, no, no, 0, 0 ; Lab
              Blank, 0, 0, no, no, 0, 0 ; Las
              Blank, 0, 0, no, no, 0, 0 ; Ldr
              Blank, 0, 0, no, no, 0, 0 ; Lit
              Blank, 0, 0, no, no, 0, 0 ; Too
              Blank, 0, 0, no, no, 0, 0 ; Mag
              Blank, 0, 0, no, no, 0, 0 ; Map
              Blank, 0, 0, no, no, 0, 0 ; Mas
              Blank, 0, 0, no, no, 0, 0 ; MP
              Blank, 0, 0, no, no, 0, 0 ; Mat
              Blank, 0, 0, no, no, 0, 0 ; Med
              Large Artillery, 3,-2, Gue, SFl, 3, 0 ; Met
              Internal Combustion,3,-2, Mob, Phi, 3, 0 ; Min
              Machine Guns, 3,-2, Met, E2, 3, 0 ; Mob
              Feed Grasses, 3, 0, Bri, Cer, 0, 2 ; Mon <-Monarchy
              Barbed Wire, 3, 0, Rfg, nil, 2, 4 ; MT
              Square Set Timbering,2,1, NP, nil, 0, 4 ; Mys
              Blank, 0, 0, no, no, 0, 0 ; Nav
              Blank, 0, 0, no, no, 0, 0 ; NF
              Streamlined Hulls, 1, 0, nil, nil, 0, 0 ; NP
              Chemistry, 3, 1, Mob, Sth, 3, 3 ; Phi
              Blank, 0, 0, no, no, 0, 0 ; Phy
              Blank, 0, 0, no, no, 0, 0 ; Pla
              Blank, 0, 0, no, no, 0, 0 ; Plu
              Blank, 0, 0, no, no, 0, 0 ; PT
              Blank, 0, 0, no, no, 0, 0 ; Pot
              Blank, 0, 0, no, no, 0, 0 ; Rad
              Hi. Press. Steam Eng.,4,0, nil,nil, 0, 1 ; RR
              Blank, 0, 0, no, no, 0, 0 ; Rec
              Blank, 0, 0, no, no, 0, 0 ; Ref
              Mechanical Reaper, 4, 0, Cmn, nil, 3, 1 ; Rfg
              Seed Drill, 3, 1, no, no, 0, 2 ; Rep <-Republic
              Dynamite, 3, 0, Met, E2, 3, 4 ; Rob
              Blank, 0, 0, no, no, 0, 0 ; Roc
              Paddlewheels, 1, 0, NP, nil, 0, 0 ; San
              Adv. Iron Working, 1, 0, Hor, San, 1, 0 ; Sea
              Steel Armor Plate, 1, 0, Sea, E2, 2, 0 ; SFl
              Marine Engineering, 1, 0, SFl, Met, 3, 0 ; Sth
              Improved Range Finding,1,0,Phi,Sth, 3, 0 ; SE
              Blank, 0, 0, no, no, 0, 0 ; Stl
              Blank, 0, 0, no, no, 0, 0 ; Sup
              Blank, 0, 0, no, no, 0, 0 ; Tac
              Blank, 0, 0, no, no, 0, 0 ; The
              Blank, 0, 0, no, no, 0, 0 ; ToG
              Blank, 0, 0, no, no, 0, 0 ; Tra
              Blank, 0, 0, no, no, 0, 0 ; Uni
              Blank, 0, 0, no, no, 0, 0 ; War
              Blank, 0, 0, no, no, 0, 0 ; Whe
              Blank, 0, 0, no, no, 0, 0 ; Wri
              20th Century, 1, 0, SE, Min, 3, 3 ; ...
              User Def Tech A, 3, 0, no, no, 0, 0 ; U1
              User Def Tech B, 3, 0, no, no, 0, 0 ; U2
              User Def Tech C, 3, 0, no, no, 0, 0 ; U3
              Extra Advance 1, 3, 0, no, no, 0, 0 ; X1
              Extra Advance 2, 3, 0, no, no, 0, 0 ; X2
              Extra Advance 3, 3, 0, no, no, 0, 0 ; X3
              Extra Advance 4, 3, 0, no, no, 0, 0 ; X4
              Extra Advance 5, 3, 0, no, no, 0, 0 ; X5
              Extra Advance 6, 3, 0, no, no, 0, 0 ; X6
              Extra Advance 7, 3, 0, no, no, 0, 0 ; X7

              ------------------
              St. Leo
              www.sidgames.com/imperialism/
              www.sidgames.com/sidportal/
              www.sidgames.com/forums/
              Member of the AUP!
              Blog | Civ2 Scenario League | leo.petr at gmail.com

              Comment


              • #8
                BTW, the "The" slot which I did not use=+1 Cathedral Happiness. I think that pretty much sums up the effects of techs on the CivII tech tree.

                ------------------
                St. Leo
                www.sidgames.com/imperialism/
                www.sidgames.com/sidportal/
                www.sidgames.com/forums/
                Member of the AUP!
                Blog | Civ2 Scenario League | leo.petr at gmail.com

                Comment


                • #9
                  Thanks for your help.
                  Sic transit gloria mundi.

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