Adamantium and ECM refuse to use defined prerequisites.

Please help me out here, I'm at wits end.

I've defined Duralthene as the requirement for Adamantium Armor, yet as it shows above it seems permanently attached to  Superior Tri-Stronium

with ECM it is glued to Missile Defense Theory when I've defined Smart Chaff as the requirement.

 

Please help me out here, I'm at wits end.

14,916 views 13 replies
Reply #1 Top

Where did you define those requirements? If it is in the TechTree.xml, then there might be something in the racial tech trees that prevents those changes from taking place.

Also, based on the screenshot, there seems to be something wrong with the Disruptors and the Subspace Blaster. The Disruptors techs don't show any of the weapons, while the Subspace Blaster tech seems to require Disruptors III instead of Disruptors IV.

Come to think of it, you might want to take a look at this program from MabusAltarn. It is quite useful in finding bugs in your mod.

Reply #2 Top

thanks for that link, I'll get back to you with the results.

 

also, I use Tolmekian's TechTree Fix v3.51, so some techs/their derivatives were removed, and this tech tree copied the entire techtree.xml and removed those that were not needed.

Reply #3 Top

Alright, still no fix for the requirements of ECM and Adamantium, but now another issue.

HOW DO I TURN OFF THE CAMPAIGN LOCKS?!?!!?

I played the DL first mission and now 90% of the tech tree is sectioned off.

:annoyed:

Reply #4 Top

Quoting Galacticruler5000, reply 3
Alright, still no fix for the requirements of ECM and Adamantium, but now another issue.

That is strange. Could you perhaps upload your files? I could take a look at them and find out what is wrong. If that isn't possible, could you at least post your changes in the TechTree.xml and the racial tech tree your testing?

Quoting Galacticruler5000, reply 3
HOW DO I TURN OFF THE CAMPAIGN LOCKS?!?!!?

I played the DL first mission and now 90% of the tech tree is sectioned off.

It is normal for the tech tree in the DL campaign to be limited. The only way to change that is to edit the scenario-files for that campaign.

Reply #5 Top

Quoting Gaunathor, reply 4

It is normal for the tech tree in the DL campaign to be limited. The only way to change that is to edit the scenario-files for that campaign.

Its sectioned off in normal skirmish/random map games, not the campaign.

Reply #6 Top

Quoting Galacticruler5000, reply 5
Its sectioned off in normal skirmish/random map games, not the campaign.

Playing the campaign has no effect on a regular game. The only cause for this, that I can think of, is an error in the mod. Disable or remove all mods, start a new game, and see if it still happens.

Reply #7 Top

Quoting Gaunathor, reply 6


Quoting Galacticruler5000, reply 5Its sectioned off in normal skirmish/random map games, not the campaign.

Playing the campaign has no effect on a regular game. The only cause for this, that I can think of, is an error in the mod. Disable or remove all mods, start a new game, and see if it still happens.

That won't help.

I found out last month that I had been editing the ToTA base game files for improvements and ship parts.

 

and I think there have been reported cases of this.

Reply #8 Top

Quoting Galacticruler5000, reply 7
That won't help.

I found out last month that I had been editing the ToTA base game files for improvements and ship parts.

In that case, why don't you save your changes, and re-install the game?

Quoting Galacticruler5000, reply 7
and I think there have been reported cases of this.

Are you sure? I don't remember any such posts.

Reply #9 Top

Quoting Gaunathor, reply 8

Are you sure? I don't remember any such posts.

Never mind, I thought I remembered some, but they don't exist.

However I found the issue, if the tech has a requirement not found in that tech tree it locks it and snaps the requirement line to the tech before that.

 

Lots of debugging in my future, and even more balancing.

Quoting Gaunathor, reply 8

In that case, why don't you save your changes, and re-install the game?

Ulta slow internet, would take ~4 hours I don't want to waste.

 

 

Reply #10 Top

I'm fairly sure that there is a backup of the data files.  Look inside GalCiv2\Twilight\MetaverseData\English, these are vanilla data files which the game uses when playing Metaverse.

Reply #11 Top

Quoting MarvinKosh, reply 10

I'm fairly sure that there is a backup of the data files.  Look inside GalCiv2\Twilight\MetaverseData\English, these are vanilla data files which the game uses when playing Metaverse.

True.

However:

Quoting Galacticruler5000, reply 9

I found the issue, if the tech has a requirement not found in that tech tree it locks it and snaps the requirement line to the tech before that.

Reply #12 Top

Quoting Galacticruler5000, reply 11
True.

However:

What has the one to do with the other? MarvinKosh provided this information so you can get your game files back to vanilla status without having to completely reinstall the game.

Your tech tree problem stems from a syntax error in your modded files (probably a typo or missing line). I had similar errors in my mod too.

As I said before, the easiest way to solve this, would be for you to either upload your mod, or to post your changes. Without more information, however, I find it quite difficult to help you.

At the very least, answer me this: Are all races affected by this, or only one? If all are, then the error is in the TechTree.xml. If only one is, then the error is most likely in the racial tech tree of that race.

Reply #13 Top

It is just one of my custom races, the others are 100% fine (however coated in TODO: DISPLAY NAMEs).

 

I'll be going through my tech tree over the next few games with thier gigantic research bonus and checking the techs.