Technology blocking

I'm currently in the midst of wrapping up a custom race/faction, but one problem remaining that I haven't been able to figure out. I'm trying to block a research path for this custom faction, the mounted warfare line to be exact. I've edited the faction.xml and indicated to use a customized version of the techtree.xml for the faction like so...

    <NonBuildableEnvironmentType>GrasslandEnvironment</NonBuildableEnvironmentType>
        <TechTree>TechTree_Tzeentch</TechTree>
        <Spellbook>DeathSpellbook</Spellbook>
        <FactionType>Major</FactionType>
        <RemCustomizationPts>0</RemCustomizationPts>

 

I've commented out the associated techs, in the techtree.xml...

 <Category>Warfare</Category>
            <!--<Tech>Advanced_Archery</Tech>-->
            <!--<Tech>Archery</Tech>-->
            <Tech>Armor</Tech>
            <Tech>Blacksmithing</Tech>
            <Tech>Drills</Tech>        

 

But no dice. I don't see why this doesn't work. Any suggestions?

 

 

8,053 views 8 replies
Reply #1 Top

I recommend that you do something similar to that like henchmen and add a race pre-req for your tech. I'm not sure exactly how the tech tree works, but this will at least have only your race be able to use your tech, similarly you can add a faction requirement as well.

Reply #2 Top

If you're trying to do it from the mod folder that could be your problem, because unfortunately it doesn't seem modding tech's works properly from the mod folder.  See this post for details:

https://forums.elementalgame.com/434780

 

It's a bit of a bummer.  If you agree, you could always head over to this post:

https://forums.elementalgame.com/441114

And put in a vote for getting it "fixed".

 

Cheers.

 

Reply #3 Top

Well I just got it too work. It was a bloody typo of all things. I feel like a tard now, but thanks for the reply people. I'm mean I havent throroghly tested it yet. I just noticed the typo, saved, jumped into a new game and bang, the associated techs were gone.

 

 

Reply #4 Top

Quoting Praylak, reply 3
tard

We prefer "re-re" thank you very much.

Reply #5 Top

I'll remember that next time, lol.

Just a follow up. Tested custom faction for many hours, all is well, works as intended. I was able to block all techs in the Mounted line, and Archery line. No worry, I'm compensating the faction in other ways to ammend this apparent nerf. They still can recruit and design Magi. 

Another thing I learned, watch your internal names.

Reply #7 Top

Quoting Praylak, reply 3

Well I just got it too work. It was a bloody typo of all things. I feel like a tard now, but thanks for the reply people. I'm mean I havent throroghly tested it yet. I just noticed the typo, saved, jumped into a new game and bang, the associated techs were gone.
 

I could not even begin to guess the number of hours I've spent debugging code because of a small typo!  You're no tard!

 

 
Reply #8 Top

Quoting StevenAus, reply 6

So you got it to work from the Mods folder?  If so, that's great!

Yes, all of my race/faction mods work from the mod folder now. The typo was the internal name of the factions custom techtree.xml, I illustrate the problem below..

Code: xml
  1. &lt;TechTree InternalName="TechTree_Tzeentch"&gt;
  2.         &lt;DisplayName&gt;The Knowledge of the Chaos Race&lt;/DisplayName&gt;
  3.         &lt;Category&gt;Civilization&lt;/Category&gt;
  4.             &lt;Tech&gt;Administration&lt;/Tech&gt;

Then it was mis-spelled here in the Faction.xml...

Code: xml
  1. NonBuildableEnvironmentType&gt;GrasslandEnvironment&lt;/NonBuildableEnvironmentType&gt;
  2.         &lt;TechTree&gt;TechTree_Tzentch&lt;/TechTree&gt;&lt;!--Mounted warfare and Archery techs blocked--&gt;
  3.         &lt;Spellbook&gt;DeathSpellbook&lt;/Spellbook&gt;
  4.         &lt;FactionType&gt;Major&lt;/FactionType&gt;

 

Damn those double E's. :)