Maximum number of techs reached?

My custom techtree got larger and larger during the last weeks, but now it seems as if I reached the cap. I can add as many new techs as I want in the editor (or manualy), but they won't show up ingame. Here's a pic: Image Hosted by ImageShack.us
Most of these techs you can see are a group of 3+ techs, so the actual number of different techs should be about 400. Have I really reached the cap? Is there a way to add more techs, because I really would like to add about 300 further techs.
11,286 views 18 replies
Reply #1 Top
I'll be honest if you don't mind; i find this to be sooooo complex already that i doubt i would even try playing a game with that much new Macro-Managing to do -- but, that's only me, others may differ! ;)

As for the cap on the number of Techs... X-Worlds does have a whole bunch of new techs also but not nearly as extensive as yours has become.

Even your xml listing in the other thread couldn't keep up or fit my browser scroll frames (and it IS a top-notch Mozilla with some personal enhancements patched in, btw)... so, that begs a concern for extending that much items on any given customized version(s).

I'm not sure if there is actually a true maximum of valid assets (techs or not) the game engine can handle; logic dictates there HAS to be one, of course (Local RAM being just one). Carielf could probably give you the exact numbers... but, lately i think SD coding staff has been very busy on other priorities such as fixing some TA issues and working at the double adapt version 1.92 for DA&TA.

I'd recommend grouping (or a thorough re-design) even further if you'd still wish to
keep it all as it is... unless, the implied Cap was indeed reached.
Reply #2 Top
The race this tree belongs to develops very slow, is very weak in the beginning and unstopable in the end. And this techtree is supposed to represent this, thats why it has to be VERY large :HOT:

You are right, there has to be a limit, but hopefully I havn't already reched it.

But I think I should be able to add a few more techs, because it seemed as if I had reached the cap a while ago, but then I have just re-arranged the techs in the file and so I was able to add about 100 further techs. Maybe I can do this again, I will have to try ;)

I planed to do some re-organising and grouping after I completed the techtree, but that's just finetuning.
Reply #3 Top
This is what my techtree looks now:

Image Hosted by ImageShack.us


How I made this?
I don't think there is a real limit of techs, the problem is the file size. Normal techtrees are somewhat about 50KB, but mine was about 150KB, which is just too much for the game. I've just deleted some useless lines in the file and then it was just 90KB big.
I think the maximum file size is between 130 and 140KB, and my techtree has got 133KB now.
I don't think I will add any more techs, I'm more than satisfied with the techtree as it is :LOL:
Reply #4 Top
How are there 'useless' lines in a valid XML?
Reply #5 Top
They are not really useless, but they are not very important.
I mean lines like "Willingness to trade" or "Can be stolen" and so on.
Reply #6 Top
I don't think the file size has anything to do with a given tree becoming invalid or unloadable.

DA's default is 195K while my new partial XWorlds has grown to 212K already - that includes a thorough delete or extensive rewriting of many lenghty GNN-descriptions for regular weapons as example.

TA must somehow also adhere to these 'conditions'... i'd be more inclined to say that there was a possible flaw or typo which prevented some or many of your custom tree items from being detected.

Btw, tags such as Willingness DO have an important property attached to it... if not found, gameplay might start reacting strangely -- as it is the case for many other *deleted* elements which MUST be there for proper operation of some functions & coded routines.
Reply #7 Top
Hmm, you're right there.
But why is my techtree working now? I'm sure it was no typo or whatever, because the only thing I did was deleting some lines, and an eventuall typo should still be there.
And when my techtree was 150KB big, I could add as many techs as I want in the editor (so a typo is not possible) but those techs didn't show up ingame.

Ok, the lines I have deleted are important, but not to me. I usually play with tech-trade and tech-stealing off, so I don't need these lines at all ;)

Now I would really like to know what prevented the techs from showing up ingame.
A limit of techs? Can't be, because now I have even more techs.
A limit in file size? Also not possible because of what you said Zyxpsilon.
But what is it then? Maybe one of the devs knows it, who knows?
Reply #8 Top
STK, I think you may have just deleted the line with the typo. 99.99% sure thats it.
Reply #9 Top
Is there any way to show the tech tree in the tech editor the way it is shown in the game?
Reply #10 Top
mach doch bitte erstmal die group tags, und danach nen vernünftigen screenshot, wo man auch was drauf erkennen kann :d
Reply #11 Top
@di55ec7ion

Nein, kann man nicht :(
Reply #12 Top
Able espanol?
Nein!
We, as an english community, all want to know what the above is all about, MrKorx!
Please translate... Por favor, me erste, bitte - danke.
:)
Reply #13 Top
@Gizmo... i am 99.9999999999999999-infinity% sure here, too!
Reply #14 Top
Well, I just told STK that he should use the group tag andafter that make another approach to making usable screenshots.
And the answer to di55ec7ion's question was a simple no :)
Reply #15 Top
The only way to find the exact line that caused the problem is to go back to the non-working techtree, then deleted line for line and check after each line if the problem has gone away.

Or does the debug.err show errors in the techtree?
Reply #16 Top
Ok, you guys could be true :NOTSURE:

I don't think that I will make any more grouping, because most of the techs already are grouped. Nearly every tech you can see in the screenshot is a group of 3+ techs, sometimes even 10 techs!

And what's wrong with my screenshot?
Reply #17 Top
Well, one can't really see anything. Make more partial screens instead, zoomed in of course.

Best practice to eliminate the error is, comment out the differnt branches eg first the diplo ones then biology, computing etc. you got to shorten the techtree to have any chance of finding the nasty creep.
I had this once, and it worked out quickly that way.
The problem comes from editing the techtre by hand eg renaming the tech_id and then loading it into the editor. the editor can't recognize the change and assigns somehow the next higher! tech for techrequirement, which is simply not researched yet. This produces the crash. So you "only" got to check the techrequirements :LOL:
Do not load the tree with the comments into the editor, since it tends to dislike comments and deletes them (:(
Better edit the whole tree by hand and just use the editor for finetuning :p
Reply #18 Top
Thanks for your tips!

During the next weeks I will re-work parts of the tree and will probably make it even bigger, and then I can make better pics. But first I have to complete my current game, and this can take a very long time with my custom race :LOL:
The game lasts nearly 20 years now, and I just got my first fighters ;p , but I really like to play this game that slow.