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  • Adding Advances

    Is there a limit to the number of advances allowed? I've aded qutie a few and while testing it I found that by 200BC the AI is researching the Gaia Controller! It didn't have any of the prereqs for it though. I've removed it from the AdvanceLsits.txt and yet they still research it. Help me! Thanks.

  • #2
    Have you based a tech on the gaia controller.

    If so there may be a section you have to remove or have you add advances but not put them in the bottom of the document.
    "Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
    The BIG MC making ctp2 a much unsafer place.
    Visit the big mc’s website

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    • #3
      I based an advance off of Smart Materials, not the gaia controller itself. Which document are you talking about? I've added all the new advances to the AI's advance list.

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      • #4
        More info: I removed teh gaia controller from the AI's advance list and now Smart Materials is last in all the lists. It is 400BC and the AI is now researching Smart Materials, but without any of the prereqs.

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        • #5
          Make sure that you have every one of your new advances on every one of the the AI build lists - if you left one off, (and by doing so, you may possibly block the AI from continuing to research) the AI may default to the last one on your list
          Yes, let's be optimistic until we have reason to be otherwise...No, let's be pessimistic until we are forced to do otherwise...Maybe, let's be balanced until we are convinced to do otherwise. -- DrSpike, Skanky Burns, Shogun Gunner
          ...aisdhieort...dticcok...

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          • #6
            I did what Hex said, left a new advance (Tribes) off the AI research list. I found that 1 or 2 AI researched normally, the rest stopped and if I checked, were researching Hexatapul, the last tech in Cradle. I assume that the 1-2 that kept researching normally probably found it in a ruin.

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            • #7
              Observation re advances.

              Anyone playing Cradle knows that entering a ruin with a unit or advance in it early in the game causes the game to hang for a while.

              I am working on a mod that added 11 techs and a few new units to the ancient period and this problem increased a lot until I got a new computer (2.8 gig processor). However it was still noticeable.

              I recently fiddled with advances.txt and removed a few pre-req advances from a few advances, and I am sure that the delay in ruin problem improved noticeably since I did this. I had gone the other way and increased the prereq's to force everyone to research dark ages before moving onto the medieval period and it really slowed down worse than ever.

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