1) There are some "general" techs I wont have in my mod (i.e. doom ray). But how to remove them? When editing the english/ xml file, the game crashes. When editing the mod/ xml file, the techs are just added to the tree, not removed. Any ideas?
2) I have like 20 new techs in my tech tree now, some work, some work not... here we go (btw replace the [] through <>)
[Propulsion ID="Cold Fusion"]
[DisplayName]Cold Fusion[/DisplayName]
[Cost]250[/Cost]
[Description]Enables us to fly faster.[/Description]
[Details]High grade research in advanced physics enabled us finaly to develop cold fusion. This so converted energy from atomic nuclei improved our engines a bit.[/Details]
[Category]Propulsion[/Category]
[Requires]Advanced Chemistry[/Requires]
[PropulsionAbility]1[/PropulsionAbility]
[Model]impulse0[/Model]
[AIValue]20[/AIValue]
[/Propulsion]
The propulsion bonus do not show up in the descriptive text of the tech. (I got also a +range tech, that shows its +20 range as it should) Ideas?
PS I have had a lot more of not workings techs, bus as I fixed one, they began to work all. Insane how one buged tech may criple the whole tree