How to Fix the Faction Creator (Work Around for Working Techs)

It's Easy!!!

I know everyone was excited about the inclusion of the old faction creator back into the game with the patch today. Then though I noticed that when I created my Empire Faction I didn't have any Techs I could learn. I checked the XML that's created for the faction you make and the mistake is only one line. It's an easy fix, here's how:

1. The game generates a XML of your created faction in:

C:\Users\****\Documents\My Games\Elemental\Race           <------ This is on Win7 64

2. Open the XML with notepad and scroll down to the line that says:

<TechTree>Empire_Tech_Tree</TechTree>

3. The game calls the Empire techs "Trog" techs in the code. Change the line to say:

<TechTree>Trog_Tech_Tree</TechTree>

4. Directly Underneath that line, the next Next Line should say:

<KnownStartingTech>F_Civilization_General</KnownStartingTech>          <---------- This is for all Fallen Empires

5. Close the file and save it and you're done. You now have a working Faction with Empire tech.


For "Kingdom" Factions you change the tech lines to:

<TechTree>TechTree_Amarian</TechTree>
<KnownStartingTech>K_Civilization_General</KnownStartingTech>

After adding that to one XML file your created Factions will have the proper techs to research and start the game. Enjoy!!!

P.S. I put this here instead of the Modding Section so people would see the work around and know how to fix it. Some people don't browse the Modding Section so I put here. If a Dev feels like moving it, feel free.

14,467 views 8 replies
Reply #1 Top

Didnt work for me, made an empire, opened as you said in notepad, changed empire to trog and added the starting tech line right under it, no luck.

Reply #2 Top

Quoting NatakuTDH, reply 1
Didn't work for me, made an empire, opened as you said in notepad, changed empire to trog and added the starting tech line right under it, no luck.

Did you open the faction that was created by the faction maker in the workshop/tool set? Also do you have the "Use Mods" tab checked in options? I also had to start a new game with the created faction. Loading a save wouldn't get the techs to show.

Here's the entire XML from mine that works.

Code: xml
  1. &lt;?xml version="1.0" encoding="ISO-8859-1" standalone="yes"?&gt;
  2. &lt;RaceConfigs&gt;
  3.  &lt;DataChecksum NoParse="1"&gt;
  4.   &lt;Ignore&gt;DisplayName, ShortName, Capital, Description, UnitSkinColor, UnitHairColor, UnitClothColor, BuildingPrimaryColor, BuildingSecondaryColor, BuildingRoofColor, BuildingStyle, UnitStyle, WorkerName&lt;/Ignore&gt;
  5.   &lt;Translate&gt;DisplayName, ShortName, Capital, Description, WorkerName&lt;/Translate&gt;
  6.  &lt;/DataChecksum&gt;
  7.  &lt;RaceConfig InternalName="CustomFaction_Ravenloft"&gt;
  8.   &lt;DisplayName&gt;Empire of Ravenloft&lt;/DisplayName&gt;
  9.   &lt;ShortName&gt;Ravenloft&lt;/ShortName&gt;
  10.   &lt;Description&gt;Faction backstory goes here. Make it good!&lt;/Description&gt;
  11.   &lt;FactionAllegiance&gt;Empire&lt;/FactionAllegiance&gt;
  12.   &lt;IsCustom&gt;true&lt;/IsCustom&gt;
  13.   &lt;RaceInternalName&gt;Race_Type_Wraiths&lt;/RaceInternalName&gt;
  14.   &lt;RaceDisplayName&gt;Wraiths&lt;/RaceDisplayName&gt;
  15.   &lt;MaleUnitType&gt;Wraith_Sovereign_Male_Basic&lt;/MaleUnitType&gt;
  16.   &lt;FemaleUnitType&gt;Wraith_Sovereign_Female_Basic&lt;/FemaleUnitType&gt;
  17.   &lt;GenericUnitType_Male&gt;Wraith_GenericBaseUnit_Male&lt;/GenericUnitType_Male&gt;
  18.   &lt;GenericUnitType_Female&gt;Wraith_GenericBaseUnit_Female&lt;/GenericUnitType_Female&gt;
  19.   &lt;TraderUnitType&gt;TraderTest&lt;/TraderUnitType&gt;
  20.   &lt;StartingUnitType&gt;Wraith_Pioneer&lt;/StartingUnitType&gt;
  21.   &lt;StartingUnitType&gt;Wraith_Soldier&lt;/StartingUnitType&gt;
  22.   &lt;StartingUnitType&gt;Wraith_Assassin&lt;/StartingUnitType&gt;
  23.   &lt;StartingUnitType&gt;Wraith_Adventure&lt;/StartingUnitType&gt;
  24.   &lt;StartingUnitType&gt;Wraith_thief&lt;/StartingUnitType&gt;
  25.   &lt;StartingUnitType&gt;Wraith_Knight&lt;/StartingUnitType&gt;
  26.   &lt;StartingUnitType&gt;Wraith_Guardians&lt;/StartingUnitType&gt;
  27.   &lt;StartingUnitType&gt;Wraith_Enforcers&lt;/StartingUnitType&gt;
  28.   &lt;StartingUnitType&gt;Wraith_Sions&lt;/StartingUnitType&gt;
  29.   &lt;StartingUnitType&gt;Fallen_Soldier&lt;/StartingUnitType&gt;
  30.   &lt;StartingUnitType&gt;Fallen_Pioneer&lt;/StartingUnitType&gt;
  31.   &lt;UnitScale&gt;1.0000&lt;/UnitScale&gt;
  32.   &lt;RaceClassification&gt;Fallen&lt;/RaceClassification&gt;
  33.   &lt;Alignment&gt;Evil&lt;/Alignment&gt;
  34.   &lt;UnitSkinColor&gt;160,170,185,255&lt;/UnitSkinColor&gt;
  35.   &lt;UnitHairColor&gt;50,50,65,255&lt;/UnitHairColor&gt;
  36.   &lt;FactionColor&gt;255,0,0,255&lt;/FactionColor&gt;
  37.   &lt;UnitMetalColor&gt;128,128,128,255&lt;/UnitMetalColor&gt;
  38.   &lt;EnvironmentTerrainType&gt;1&lt;/EnvironmentTerrainType&gt;
  39.   &lt;PreferredLogoType&gt;FallenCrest3&lt;/PreferredLogoType&gt;
  40.   &lt;NonBuildableEnvironmentType&gt;GrasslandEnvironment&lt;/NonBuildableEnvironmentType&gt;
  41.   &lt;TechTree&gt;Trog_Tech_Tree&lt;/TechTree&gt;
  42.                 &lt;KnownStartingTech&gt;F_Civilization_General&lt;/KnownStartingTech&gt;
  43.                 &lt;A_Training&gt;50&lt;/A_Training&gt;
  44.   &lt;Spellbook&gt;DeathSpellbook&lt;/Spellbook&gt;
  45.   &lt;FactionType&gt;Major&lt;/FactionType&gt;
  46.   &lt;RemCustomizationPts&gt;0&lt;/RemCustomizationPts&gt;
  47.   &lt;SelAbilityBonusOption&gt;DeathWorshippingBonus1&lt;/SelAbilityBonusOption&gt;
  48.   &lt;SelAbilityBonusOption&gt;IndustriousBonus1&lt;/SelAbilityBonusOption&gt;
  49.   &lt;SelAbilityBonusOption&gt;BraveBonus1&lt;/SelAbilityBonusOption&gt;
  50.   &lt;SelAbilityBonusOption&gt;CivilizedBonus1&lt;/SelAbilityBonusOption&gt;
  51.   &lt;SelAbilityBonusOption&gt;EducatedBonus1&lt;/SelAbilityBonusOption&gt;
  52.   &lt;A_GoodieRating&gt;1&lt;/A_GoodieRating&gt;
  53.   &lt;A_ManaRegeneration&gt;1&lt;/A_ManaRegeneration&gt;
  54.   &lt;A_NPCSpawnRating&gt;1&lt;/A_NPCSpawnRating&gt;
  55.   &lt;A_QuestingRating&gt;1&lt;/A_QuestingRating&gt;
  56.  &lt;/RaceConfig&gt;
  57. &lt;/RaceConfigs&gt;

Make sure it's in the "Race" folder in your games folder in "Documents\My Games\Elemental\Race". It's working on my end.

 

Reply #3 Top

Seeing a lot of people asking about this still so....*Bump*

+1 Loading…
Reply #4 Top

Why do you need the <KnownStartingTech>F_Civilization_General</KnownStartingTech> ?
I mean, creating a kingdom faction works fine, all techs are there, so what exactly does this entry add? I know the vanilla factions have it, so i guess its only fair :P

Reply #5 Top

Thanks your the man, loking forward to that mod you guys are working on. k1

Reply #6 Top

Quoting Baleurion, reply 4
Why do you need the <KnownStartingTech>F_Civilization_General</KnownStartingTech> ?
I mean, creating a kingdom faction works fine, all techs are there, so what exactly does this entry add? I know the vanilla factions have it, so i guess its only fair

<KnownStartingTech>F_Civilization_General</KnownStartingTech> :means that the faction starts knowing generalized Fallen Techs, hence the "F" in F_Civilization. The ones with the "K" mean Kingdom. It gives the civilization the knowledge for basic starting techs to start the game with as normal.

Quoting Thizzbaby, reply 5
Thanks your the man, loking forward to that mod you guys are working on.

Glad to help, my friend. :)

Reply #7 Top

For some reason, I can't even select an empire in the faction editor, but I managed to jury-rig one up in XML...guess I'll use this too to make sure things work.