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  1. #1

    Default New Tech Tree

    Previously, I had a working tech tree in my mod, but I'm trying to get away from any start_pos modifications. The issue I'm running into is that even though everything is set up to show my new tech tree, it is defaulting to the Greenskin's tech tree. If I modify the start_pos_technologies and point it to one of my new technologies, then it shows back up.

    technology_node_sets
    Added new entry for gob_mil, faction is crooked_moon, culture, subculture is blank, everything else is pretty standard. This is the same that I had previously and I have not had any issues with it.

    technologies
    A list of all my new technologies.


    technology_nodes
    I am using tech_gob_main_0_1 as my initial tech, which points to
    tech_gob_main_0_1 (in technologies) and is part of gob_mil (tech_node_sets). I have tried pointing this to tech_grn_main_1_1, in hopes that it would pick up the starting technology. I thought this might work, as I have a few nodes that point to some of the default Greenskins nodes (all of the unit unlocks).

    start_pos_technologies
    By default, this points to
    tech_grn_main_1_1. If I change this to tech_gob_0_1, it work; I just don't want to modify this.

    technology_node_links
    This pretty standard. Nodes point to other nodes with arrows.

    technology_required_building_levels_junctions
    Nothing special in here, the initial tech has the same building requirement as default, wh_main_grn_workshop_1.


    I'm thinking it has something to do with
    technology_nodes.

  2. #2

    Default Re: New Tech Tree

    Minor progress. If I set the faction_key in technology_nodes_tables, then it overlays the new tree with the default tree. If I modify the original tree and set the faction_key to Greenskins, then it appears to be working. I guess I'll need to add new entries for all of the different Greenskin factions. Not ideal, but at least it works without modifying the start_pos_technologies.

  3. #3

    Default Re: New Tech Tree

    I ended up doing it more crudely for my revamp of the vampire tech tree, http://steamcommunity.com/sharedfile.../?id=886038816 I overwrote a couple of vanilla tables.

    But looking at what you're doing, shouldn't it suffice to make new technologies in technology_nodes and setting the technology_node_set key in that table to match the key in the technology_node_set table? This obviously is a lot more work than overwriting the vanilla tables IMHO but it is far more compatible and less prone to breaking when CA updates their game. I might redo my mod this way.

  4. #4

    Default Re: New Tech Tree

    Some copypasting and testing later, the game bombs whenever I edit the technology_node_set key for vampire counts to a different one, with corresponding techs for that key in technology_nodes. I can't find references to this key in Dave anywhere else other than those two tables so I'm at a loss why it isn't working.

  5. #5

    Default Re: New Tech Tree

    I ended up using the default tech tree design/layout and just replaced/added new technologies and set them to my faction. It's not ideal, but it should work, and I don't need to tweak the tree for any other factions.

    As for why the node_set isn't working without a change to start_pos_technologies, I'm not sure. The only thing I can think of is that it only pulls the node_set for the first entry it pulls (lowest index?), and ignores the rest. Oddly, I can use new nodes pointing to old technologies just fine (in fact, I had to do so for the techs that unlock units, else things break), just not the first node reference by start_pos_techs.

    If you tweak start_pos_techs, then the node_sets works fine and you can create completely unique tech trees. You also nix compatibility with some of the bigger mods. :/

  6. #6

    Default Re: New Tech Tree

    What I don't get is start_pos_techs doesn't have the key for the vanilla factions, like vmp_mil and DAVE search comes up empty, so I can't find where it is referenced.

  7. #7

    Default Re: New Tech Tree

    start_pos_techs points to technologies. tech_nodes references both technologies and tech_node_sets.

    For example, in tech_nodes:
    wh_tech_gob_0_6
    (tech_node)
    gob_mil
    (tech_node_sets)
    tech_grn_main_squigs
    (technologies)

  8. #8

    Default Re: New Tech Tree

    Yep but where are the references for brt_mil, bst_mil, chs_mil, dwf_civ, emp_civ, vmp_mil and wef_civ? There are only dwf and grn in that table.

  9. #9

    Default Re: New Tech Tree

    I'm showing them all to be in technology_nodes. Just pulling a few random ones:

    tech_vmp_beasts_01vmp_miltech_vmp_beasts_01
    tech_emp_forges_6emp_civtech_emp_forges_6
    dlc05_tech_wef_1_5_1wef_civtech_dlc05_2_hekarti
    tech_chs_branch_1_1chs_miltech_chs_branch_1_1

  10. #10

    Default Re: New Tech Tree

    Yeah we established as much. technology_nodes and technology_node_set are the only places I found them in. Which is why I wonder why you cannot change the key to something else, say change emp_civ to banana in technology_node_set, and then change the technology_node key in technology_nodes to match. Since it is not referenced in start_pos anywhere, or in any other file, I wonder if it is hardcoded.

  11. #11

    Default Re: New Tech Tree

    Sorry, it sounded like you said you only had the grn/dwf entries in your tech_nodes.

    Yeah, I'm lost as to why it isn't working. If you set the start_pos_tech to one of your new nodes, which points to a new node_set, it works. If you point a new node, in a new node_set, to an old technology, it works; except for the node in start_pos_techs.

    I've tried all kinds of combinations, renaming entries to make new entries, etc. There's something about the start_pos_techs entry that seems to lock it to a single node_set.

  12. #12

    Default Re: New Tech Tree

    I've recently tried to add a 50+ diplomacy bonus for the wood elves to the age of unification tech of the Bret faction. While successful in creating the effect, I couldn't actually see the text ingame, it showed the regular effects like normal but not mines, is there a text table that I can add the text to?

  13. #13

    Default Re: New Tech Tree

    Quote Originally Posted by Alex647 View Post
    I've recently tried to add a 50+ diplomacy bonus for the wood elves to the age of unification tech of the Bret faction. While successful in creating the effect, I couldn't actually see the text ingame, it showed the regular effects like normal but not mines, is there a text table that I can add the text to?
    From local_en.pack, Text -> db -> effects__core

  14. #14

    Default Re: New Tech Tree

    Quote Originally Posted by Aexrael View Post
    From local_en.pack, Text -> db -> effects__core
    Thank you! I never thought to look in there. But I came across a problem where when I try to save the my mod with the text, it disappears (the text table). Is there something else that I'm missing?

  15. #15

    Default Re: New Tech Tree

    Quote Originally Posted by Alex647 View Post
    Thank you! I never thought to look in there. But I came across a problem where when I try to save the my mod with the text, it disappears (the text table). Is there something else that I'm missing?
    The only times I have tables disappear like that is when I forget that using the del key when deleting something such as text it also deletes the whole table.

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