November 14, 2003, 00:38
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#1
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Prince
Local Time: 15:27
Local Date: November 2, 2010
Join Date: Oct 2003
Location: of Thessalonike
Posts: 983
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to any civ2 techtree expert/guru!!!
Hi! i am finishing my scenario "greek war of independence" and am facing some difficulty with the tech tree. The main problem is that i just cant get some techs to be researched, although i tried both setting to them nil/nil prerequisites, and prerequisites already researched by some nations. Due to the units in the game i must have individual tech trees. I dont know what it going wrong
ps: also sometimes when i alter the techtree all of the names of the units just change, and also of the terrain, is there any way this can be stopped from happening? and when it happens is it for ever in the savegame/scenario, or is it only until i reload?
thank you, and here is a pic from my scenario, to be releashed (with a little help from you) in December
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November 14, 2003, 00:59
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#2
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King
Local Time: 20:27
Local Date: November 2, 2010
Join Date: Sep 1999
Location: Australia
Posts: 1,515
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Re: to any civ2 techtree expert/guru!!!
Quote:
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Originally posted by varwnos
Hi! i am finishing my scenario "greek war of independence" and am facing some difficulty with the tech tree. The main problem is that i just cant get some techs to be researched, although i tried both setting to them nil/nil prerequisites, and prerequisites already researched by some nations. Due to the units in the game i must have individual tech trees. I dont know what it going wrong
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Do you mean that they don't show up in the list of research options when you're playing or that the AI's just aren't researching them as an option?
If the former then chances are that you have a loop or a broken tree somewhere, if the latter then you might want to check the AI rating of such techs.
Also ensure that all Civs will be able to access future tech eventually.
It might help if you actually posted it here so that some of the guru's can go over it with a fine tooth comb.
Quote:
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ps: also sometimes when i alter the techtree all of the names of the units just change, and also of the terrain, is there any way this can be stopped from happening? and when it happens is it for ever in the savegame/scenario, or is it only until i reload?
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You aren't, by any chance using the infamous FW editor are you?
If you are then just revert to your backup rules.txt (rules.bak?) and it should all revert to normal.
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November 14, 2003, 03:05
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#3
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Prince
Local Time: 15:27
Local Date: November 2, 2010
Join Date: Oct 2003
Location: of Thessalonike
Posts: 983
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Hey ravagon  to answer the second question first: yes, i am indeed using the fweditor, i didnt know it was infamous, i see why it is now  i will use the civ2 rules text, ok.
as for your second question, yes there must be a loop somewhere, but i cant figure out where it is. the future tech is nil/nil so no problem there. any guess as to what the loop can be? btw what did you think of the pic? the units are by me  this is going to be a cool scenario, but i just need to get through the techtrees
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November 14, 2003, 05:13
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#4
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Warlord
Local Time: 13:27
Local Date: November 2, 2010
Join Date: Jan 2001
Location: Hannover, Germany
Posts: 227
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If there is a critical loop within the techpath
civ2 will load the rules without crashing,
but it crashes if someone research a technology near or within the loop.
critical is a loop within 6 following technologies
every technology with a (no,...)prerequisite technology is unresearchable even if you have the prerequisite tech.
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November 14, 2003, 17:08
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#5
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Prince
Local Time: 15:27
Local Date: November 2, 2010
Join Date: Oct 2003
Location: of Thessalonike
Posts: 983
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i am using the standard civ2 rules.txt but things havent changed, still some techs just arent available at all, i try to alter the techs of some civs but they dont appear in the list. they are nil/nil techs. is the position of a tech in the line of the advances important? does it matter at all if its for example after two no/no techs? or anything like that?
i only have 12 techs in the game, so this is something taking more time than it should
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November 14, 2003, 22:30
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#6
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Prince
Local Time: 15:27
Local Date: November 2, 2010
Join Date: Oct 2003
Location: of Thessalonike
Posts: 983
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ok i found what was wrong and fixed it
but now i have another question: how can you set the amount of time (research value) that a tech takes to be researched?
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November 17, 2003, 04:00
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#7
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Warlord
Local Time: 13:27
Local Date: November 2, 2010
Join Date: Jan 2001
Location: Hannover, Germany
Posts: 227
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Cheat menu
scenariooptions, ->tech paradigm
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November 17, 2003, 21:10
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#8
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Prince
Local Time: 15:27
Local Date: November 2, 2010
Join Date: Oct 2003
Location: of Thessalonike
Posts: 983
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Hi, i didnt mean this, i meant if you can have some techs take longer and some less time. but its not needed anyway, thanks
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November 18, 2003, 14:09
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#9
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King
Local Time: 14:27
Local Date: November 2, 2010
Join Date: Jan 2002
Location: Caught somewhere in time
Posts: 1,946
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Good that you don't need it, because you just can't!!
The only thing that determines the number of "light bulbs" needed for discovering a tech is the number of techs you already have (and the tech paradigm, of course)
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November 19, 2003, 03:31
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#10
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Warlord
Local Time: 13:27
Local Date: November 2, 2010
Join Date: Jan 2001
Location: Hannover, Germany
Posts: 227
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Quote:
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The only thing that determines the number of "light bulbs" needed for discovering a tech is the number of techs you already have (and the tech paradigm, of course)
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The formula can be found somewhere in this forum.
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