Problems with Tech-Moding

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
4,329 views 5 replies
Reply #1 Top
Insane how one buged tech may criple the whole tree


Welcome to the wonderful world of xml editting....
Reply #2 Top
It's SpeedAbility, not PropulsionAbility.
Reply #3 Top
Oh great that works, thanks a lot. I used propulsion because its listed in the ability file...
Reply #4 Top
I also think it's not 1 but 10 to have an effective speed of +1
because all other propulsion techs that give speed enhancing effects have this line :
< SpeedAbility >10< /SpeedAbility >
Reply #5 Top
Mh. You are right. Well well.