Creating new tech trees

Has anyone succefully done this? I've created a new race, and faction. I want them to follow a custom tech tree. I basically (for now) copied the trog tech tree, then changed a couple of the basic improvements to see if it works. I also created a seperate xml for the race itself. In the faction xml, it's linked to the internal name of the tech tree properly. Is there another xml I have to look at? This is driving me nuts.

8,075 views 17 replies
Reply #1 Top

I'm running into a similar problem trying to hook up a tech for a new 'darkling camp' like tech/resource improvement.

 

Looks like everything is linked up correctly. So I've been trying with everything in different folders.

Reply #2 Top

 I basically (for now) copied the trog tech tree, then changed a couple of the basic improvements to see if it works.
End of quote
You would need a copy of Techs_Trog.xml and TechTree_Trog.xml, also change any _Trogs reference to _WhateverNameYourRaceHas 

Reply #3 Top

Hi, i have same problem.

Copy CoreArmor.xml to Mods folder, change it - all works fine, then copy and change Techs_Trog.xml - it seems didn't worked, because i don't seen change in the game

What i should do?

TechTree_Trog.xml is important or it just compilation names of techs for proper reading?

Reply #4 Top

TechTree files define the techs for the faction, Techs defines the content of those techs. That's why you need both files for each faction.

Also consider that if you change things in the Techs file, like changing _Trogs reference to_WhateverNameYourRaceHas, you may have to change other details in other files. In my example, you would lose the access to Horse/Warg accesory to create mounted units unless you modify the CoreMounts.xml file or add a clone one that associates horses to the new tech you created for mounted warfare.

Reply #6 Top

Quoting Wintersong, reply 2




quoting post
 I basically (for now) copied the trog tech tree, then changed a couple of the basic improvements to see if it works.
You would need a copy of Techs_Trog.xml and TechTree_Trog.xml, also change any _Trogs reference to _WhateverNameYourRaceHas 

End of Wintersong's quote

Wow. I'm glad I decided to go to bed. I did do that. And the tech tree was working fine. In my hour of tiredness and dumbassery what I was TRYING to get working are the Specific Improvements for that race. I copied the Kraxis one, seeing as they are empire, but a different race, and changed some stuff around, but it doesnt seem to be taking any of the changes in that file.

You know this race/faction thing is kind of confusing. Ok...you have factions such as altar, kraxis, etc...then you have kingdom vs empire, then you have race (men vs fallen), then you have "races" such as quendar, men, ironeer...

I also wish they called the master faction file CoreFactions....rather than raceconfig...it's things like that that lead to confusion.

 

 

Reply #7 Top

2Wintersong

hm, i don't create new techs, just add some prereq for existing

Maybe it good idea, and you be interest too. Suggestion simple: Atm techs  get very easy - so if you want get superior weapon - you spend about 5 breakthrough and get it. I am added links warfare with other branches, for example:

Blunt_Weapons_Amarian               - required Blacksmithing_Amarian additional 
Superior_Blunt_Weapons_Amarian  - required Magical_Forging_Amarian additional 
Ultimate_Blunt_Weapons_Amarian  - required Breons_Letters_Amarian additional 

So player need learn some techs in other branches for accessing to advanced tech in this, in fact for accessing Lord Hammers player need research whole tree, even adventure and magic branches

I added links  like that:

<TechDef InternalName="Ultimate_Blunt_Weapons_Amarian">
...

<Prereq>
  <Type>Tech</Type>
  <Attribute>Superior_Blunt_Weapons_Amarian</Attribute>
  <Value>0</Value>
</Prereq>
<Prereq>
  <Type>Tech</Type>
  <Attribute>Breons_Letters_Amarian</Attribute>
  <Value>0</Value>
</Prereq>
...

</TechDef>

but it just don't work, still use core files, instead of mine... hm if you say, that this should work, i train again

Reply #8 Top

as far as i remember, if you modify the core file you have to recompile them.. there is a zip-file in the data/english which gets parsed.

Reply #9 Top

no, i put these files into mod folder

if you want mode files - you need put em to player directory like

"C:\Documents and Settings\user\Documents\My Games\Elemental\"

or in mod directory in root of game folder. When game start - files in this folders swap core game files. If you change  core files manually - it just don't influence to game at all.

so - all my mount and items changes works well, but techs don't work, maybe some errors in xml files

Reply #10 Top

Quoting Galahed, reply 7
2Wintersong

hm, i don't create new techs, just add some prereq for existing

Maybe it good idea, and you be interest too. Suggestion simple: Atm techs  get very easy - so if you want get superior weapon - you spend about 5 breakthrough and get it. I am added links warfare with other branches, for example:

Blunt_Weapons_Amarian               - required Blacksmithing_Amarian additional 
Superior_Blunt_Weapons_Amarian  - required Magical_Forging_Amarian additional 
Ultimate_Blunt_Weapons_Amarian  - required Breons_Letters_Amarian additional 

So player need learn some techs in other branches for accessing to advanced tech in this, in fact for accessing Lord Hammers player need research whole tree, even adventure and magic branches

I added links  like that:

<TechDef InternalName="Ultimate_Blunt_Weapons_Amarian">
...

<Prereq>
  <Type>Tech</Type>
  <Attribute>Superior_Blunt_Weapons_Amarian</Attribute>
  <Value>0</Value>
</Prereq>
<Prereq>
  <Type>Tech</Type>
  <Attribute>Breons_Letters_Amarian</Attribute>
  <Value>0</Value>
</Prereq>
...

</TechDef>

but it just don't work, still use core files, instead of mine... hm if you say, that this should work, i train again
End of Galahed's quote

Shouldn't the values be 1 instead of 0?

 

Reply #11 Top

Quoting impinc, reply 10
Quoting Galahed, reply 72Wintersong
Shouldn't the values be 1 instead of 0?
 
End of impinc's quote

I think no, perhaps value - is lvl of technology. But dont'sure, anyway all technologies have preq value=0

 

Reply #12 Top

Quoting impinc, reply 6


Wow. I'm glad I decided to go to bed. I did do that. And the tech tree was working fine. In my hour of tiredness and dumbassery what I was TRYING to get working are the Specific Improvements for that race. I copied the Kraxis one, seeing as they are empire, but a different race, and changed some stuff around, but it doesnt seem to be taking any of the changes in that file.

You know this race/faction thing is kind of confusing. Ok...you have factions such as altar, kraxis, etc...then you have kingdom vs empire, then you have race (men vs fallen), then you have "races" such as quendar, men, ironeer...

I also wish they called the master faction file CoreFactions....rather than raceconfig...it's things like that that lead to confusion.


 
End of impinc's quote

 

I made a separate .xml file for my new tech, and also made a separate .xml file for the techtree entry. As far as I understand, the name of the actual .xml file is irrelevant.

 

From what it looks like, the tree is linked to the faction in the faction file, and it defines the names, which then get looked up in the specific tech file.

 

This is all I have in my custom tree file:

 

<?xml version="1.0" encoding="iso-8859-1"?>

<TechTrees>

  <TechTree InternalName="Trog_Tech_Tree">
    <DisplayName>Trog Technology Tree</DisplayName>
         <Tech>Animate_Skeletons</Tech>
  </TechTree>

</TechTrees>

 

So the "Trog_Tech_Tree" should already be referenced in the appropriate factions.

 

I literally made a 'mod' folder in the elemental install directory. Is there somewhere else I should be keeping these .xml files where elemental will see them? I tried in the specific folders where I got the snippits for making these, but that didn't work. Also the my documents path folders didn't work.

Reply #13 Top

Quoting Dhuran, reply 12

I literally made a 'mod' folder in the elemental install directory. Is there somewhere else I should be keeping these .xml files where elemental will see them? I tried in the specific folders where I got the snippits for making these, but that didn't work. Also the my documents path folders didn't work.
End of Dhuran's quote

The folder you want to create in the Install Directory is actually called 'Mods' :D

You can also use the Units folder in the My Games/Elemental directory.

Reply #14 Top

Quoting thehandofzarquon, reply 13

Quoting Dhuran, reply 12
I literally made a 'mod' folder in the elemental install directory. Is there somewhere else I should be keeping these .xml files where elemental will see them? I tried in the specific folders where I got the snippits for making these, but that didn't work. Also the my documents path folders didn't work.

The folder you want to create in the Install Directory is actually called 'Mods'

You can also use the Units folder in the My Games/Elemental directory.
End of thehandofzarquon's quote

 

Yeah "Mods" is what I named it (sorry!). It didn't work when I put them in the my games/elemental/units path either.

 

I can't even get the new tech to show up in the game. . .

Reply #15 Top

okay, yesterday someone in Impulse chat give me the clue, how i can use my techtree

Remember? CoreArmor.xml, CoreMounts.xml, CoreWeapons.xml - all properly working from mod-folder, but Techs_Amarian.xml,Techs_Trog.xml - not

So there simple instruction:

1. clear mod-folder and user/documents folder from manually changed xml

2. put changes directly into core files

3. rename Elemental War of Magic\data\Data.zip  to something like data.old

4. run "Elemental.exe /CreateXMLBinary" - in cmd window, or by creating .bat file, or just change you shortcut

5. start new sandbox game, wait for a while in loading screen (it not infinite loop, just take time)

6. enjoy. And spot data.zip created

So this work, because data.zip contain cache of game, for rapidly loading (else you could wait for long time loading everytime you start or loading game). Rebuilding cache will resolve a problem

Reply #16 Top

Quoting Galahed, reply 15
okay, yesterday someone in Impulse chat give me the clue, how i can use my techtree

Remember? CoreArmor.xml, CoreMounts.xml, CoreWeapons.xml - all properly working from mod-folder, but Techs_Amarian.xml,Techs_Trog.xml - not

So there simple instruction:

1. clear mod-folder and user/documents folder from manually changed xml

2. put changes directly into core files

End of Galahed's quote

You don't have to do that. Just make the modification in your mod file. Just put your modified code in the mod file. You don't have to have all the other stuff thats already defined.

 

Reply #17 Top

ok, but if you need some core tech (for rebalancing) - you need new file, yes?

but it don't work

try copy you Techs_Amarian.xml to mod folder, change 1 letter and try spot changes in game. It don't work

so you need rebuild cache for rebalance tech mods