Trouble with the TechTree

Game: GalCiv2 Ultimate Edition

How do I edit TechTree.xml, and where do I put it?

There are 6 mods folders. Three in the default install Kalypso folder, three in My Games, two for each game.

I've tried putting it in Twilight\mods\data and GalCiv2Ultimate\mods\data. But they ignore the file.

Does it need to go in My Games\G2TwilightArnor\ somewhere?

 

Edit: I swear this is the most pain-in-the-*** modding I've ever come across. I took and replaced Twilight's techtree.xml with might. Didn't work. Replaced Dread Lord's techtree.xml. Didn't work.

I stuck it in G2TwilightArnor in My Games, didn't work.

I have compared the default file with mine. The edit looks exactly like any of the standard techs. Yet GC2 is completely ignoring mine.

5,067 views 4 replies
Reply #2 Top

That doesn't help. I was already putting it in the Data folder inside Mods.

I just copied Default to -> Default - Copy

I then pasted my techtree.xml into the Data folder of that.

I edit InterGov, the top one listed, with a bogus description.

 

I go into the game. My description shows up for InterGov.

However, my other stuff STILL is not showing up on the tech tree.

 

How are the first two any different from the last one?

Code
  1.    <Propulsion ID="EnergyRef1">
  2.       <DisplayName>Power Source Technology</DisplayName>
  3.       <Cost>75</Cost>
  4.       <Description>Allows us to find more ways to produce energy for our ships.</Description>
  5.       <Details>Lets face it, hyperdrive takes up a lot of juice and power does not come out of thin air. So, if we wanted to we could just add bigger generators and go faster- right? But that takes up money so a more cost effective way that we could make our ships go faster is by refining existing energy technologys even more. This does exactly that</Details>
  6.       <SpeedAbility>2</SpeedAbility>
  7.       <Requires>HyperDrive</Requires>
  8.       <Model>impulse0</Model>
  9.       <Category>Propulsion</Category>
  10.       <AIValue>6</AIValue>
  11.    </Propulsion>
  12.    <Propulsion ID="EnergyRef2">
  13.       <DisplayName>Advanced Power Source Technology</DiplayName>
  14.       <Cost>120</Cost>
  15.       <Description>This actually increases the power output even more, if that is possible</Description>
  16.       <Details>You know how that other, outdated technology gave you a speed bonus? well, this one gives an even larger one- go figure!</Details>
  17.       <SpeedAbility>10</SpeedAbility>
  18.       <Requires>EnergyRef1</Requires>
  19.       <Model>impulse0</Model>
  20.       <Category>Propulsion</Category>
  21.       <AIValue>10</AIValue>
  22.    </Propulsion>
  23.    <Propulsion ID="ImpulseDrive">
  24.       <Group>Impulse Drive</Group>
  25.       <DisplayName>Impulse Drive</DisplayName>
  26.       <Cost>400</Cost>
  27.       <Description>Provides Impulse Drive propulsion system.</Description>
  28.       <Details>The more effective energy output and the greatly reduced size of a cold fusion reactor has allowed our scientists to increase the effectiveness of the Micro Impulse Drive. The effective speed of a vessel the size of a colony ship has been doubled. Small ships have also received a speed boost, but not as great as a colony ship. The 'fold' in space, which depends on the mass of the ship along with nearby mass concentration, is doubled for a colony ship. The main problem with this form of propulsion is still the small steps of the Micro Impulse Drive that are made to accomplish ship movement.</Details>
  29.       <Requires>IonDrive</Requires>
  30.       <Model>hyper320</Model>
  31.       <SpeedAbility>10</SpeedAbility>
  32.       <AIValue>30</AIValue>
  33.       <Category>Propulsion</Category>
  34.    </Propulsion>

The first two might as well not even be on the list, as far as GC2 is concerned. That is my entire problem. It's not recognizing new techs added. I can alter stuff in the existing ones. But I try to add my own and nothing happens.

Reply #3 Top

Quoting ZephyrStar, reply 2
The first two might as well not even be on the list, as far as GC2 is concerned. That is my entire problem. It's not recognizing new techs added. I can alter stuff in the existing ones. But I try to add my own and nothing happens.

That is because you only added them to the TechTree.xml. To make them actually show up in-game, you also have to add them to the individual tech trees for the races, like the Terran_TechTree.xml, Drengin_TechTree.xml, and so on.

The reason for this is, that the TechTree.xml contains all the techs of the game (though there are exceptions to this in the vanilla game), while the individual tech trees limit what techs are available to the races. If a tech isn't on their tech tree, then they won't be able to research it.

You don't have to copy everything over, to add those techs to the racial tech trees. Just adding

<Propulsion ID="EnergyRef1">
</Propulsion>
<Propulsion ID="EnergyRef2">
</Propulsion>

 

is enough. The game will read the rest of the data from the TechTree.xml.

Also, you might want to increase the SpeedAbility value for the first tech from 2 to 10. A value of 10 increases the speed of your ships by 1, while a value of 2 would increase it only by 0.2. There are no fractional moves in the game, so I don't know how it would react to this.

Reply #4 Top

Basically, TechTree.xml is supposed to be for techs which are fairly common, and this saves unnecessary duplication.  If you only want a technology to be available to one race, use the specific racial tech tree (even a custom tech tree of your own would do).