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.




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