What governs what order techs show up in the tech trees?

As per the topic.

What governs what order techs are sorted?

 

I'm working on my own custom race tech tree, and I'd really want my "Slavery Industrial Theory" to show up just below "Xeno Industrial Theory", instead of being sorted aaaaalll the way underneath the minor techs or shorter tech-"lines" (such as "Extreme Colonization").

5,501 views 5 replies
Reply #1 Top

The order in which they are defined/declared... problem is, all techs in TechTree.xml are read first, so they end up showing up before any other techs. This causes some really weird looking tech tree displays sometimes.

Try placing a dummy entry in the TechTree.xml file below where Xeno Industrial Theory is. That should fix the problem.

Reply #2 Top

the 'requires' tag tells you the prerequisite tech of the tech you're editing. make sure you set the 'requires' value to the name of the internal name and not the display name of its prerequisite.

 

-Dave

Reply #3 Top

Quoting thehandofzarquon, reply 1
The order in which they are defined/declared... problem is, all techs in TechTree.xml are read first, so they end up showing up before any other techs. This causes some really weird looking tech tree displays sometimes.

Try placing a dummy entry in the TechTree.xml file below where Xeno Industrial Theory is. That should fix the problem.
End of thehandofzarquon's quote
Hmm.. yeah, I can see how that may work. I put a dummy there, to "open up" a spot for my techs to occupy?

The problem is that if I did that, I'd have to edit a non-mod-directory file, which means that the ease of distribution would be compromised. After all, someone may want to try the mod out (or at least proof-test it for me.), and then dispose of it.

Edit: Not that any of this actually matters, since ultimately it's just a matter of taste in how the tech-tree is "supposed" to look.

:p

Reply #4 Top

I managed to fix it by simply cutting the TechTree entry out and move it to just below the Xeno Industrial Theory, then save it all in the mod directory. It could end up causing some compatability issues (I assume) if Stardock decides to muck around with techs in some future patch(es), but it shouldn't be too bad (I suppose).

 

Thanks for the help, thehandofzarquon.

:D

Reply #5 Top

https://forums.galciv2.com/310807

 

You might want to have a look in the above thread since that is where we extensively discussed the 'underneath' code gimmicks that dictates how any tree nodes & paths are being spread out with the data or values of each available techs defined in our mod files.