Problem Modifying Thalan Tech Tree (TA)

Running TA v1.91

Here's what I've done so far:

  • Copy the Thalan TechTree to Custom_TechTree.xml (only changed the name of the file in the default Twilight TechTrees directory)
  • Copy the following files into the applicable MODS subdirectory
    • TechTrees\Custom_TechTree.xml
    • PlanetImprovements\PlanetImprovements.xml
    • ShipComponents\GC2Types.xml
    • StarbaseModules\StarbaseModules.xml
    • CustomRaces\RaceConfig.xml
  • Add a new tech "Adaption Level 0" to the MOD Custom_TechTree.xml (research cost 0)
  • Make the following techs, which have no tech requirement by default, to require Adaption Level 0:
    • Hyperion Packages
    • Temporal Mechanics

That's it.  I have not yet otherwise modified the tech tree, and I haven't updated the planet improvements yet.

Now I'm seeing three oddities with the three applicable planet improvements (Economic Direction Unit, Hyperion Matrix, Temporal Entertainment Matrix):

  1. They now appear TWICE.  The technology only appears once, but there are two icons associated with each planetary improvement in the tech tree, and there are two entries for each tech in the available build list.
  2. They appear in the OLD build list, rather than the CURRENT build list.
  3. I can build multiple, even though they're still listed as Galactic Achievements.

I'll continue poking around to see what's up.  In the meantime, any clues?

Thanks!

4,556 views 4 replies
Reply #1 Top
OK, I think I figured it out - or rather, vaguely remembered a modding discussion for TA that I still don't recall the details.

I moved the PlanetaryImprovements.XML out one level.

What's the difference here? Do I need to do this with GC2Types or StarbaseModules?

Thanks.
Reply #2 Top
One file simply replaces the default, the other appends all its values to pre-loaded (from root) calls because, at that particular initialization moment, both files are considered valid.

When i did some early tests (a few weeks back) with X-Worlds' new surface Icons & Queries, you shoulda seen my highly complex double-trouble planet roaster! ;)

Which also the case for 'newly added in MOD or in a "./.My Documents././.* schema' race Logos & Portraits, btw.
Reply #3 Top
Strange, because I wasn't getting duplication of any techs, and only those few improvements.

If it concatenates the two, why wouldn't I see wholesale doubling?
Reply #4 Top
Because techs get programmatically speaking overridden, but you always can visually see which tech is being used--default or custom.
At the moment, I' doing the same, playing around with a custom techtree, but I've gone much further...
See my post here