WHy cant I make new Technologies

Hi there im not an expert modder or anything but I can usully find my way around xml files and add things like technologies and stuff. I did this on Civ 5 with ease (very easy game to mod).

However I cant make a new technology the game just doesnt recognise any technologies I add to the game its weird. However I was able to add random traits that sov and hero can use on level up. I added the tech and I added it to the tech list as well and put it in mods folder but the game doesnt seem to recognise it at all whatsoever.

Anyone else made new techs?

Finally I would just like to know if its possible to mod so after a champion receives 3 injuries he has a chance to die, going up 10%, 20%, 30%, etc... Also same for sovereign after 6 deaths.

11,332 views 14 replies
Reply #1 Top

Did you modify the tech tree?

Reply #2 Top

Argh! My eyes!!!!

Reply #3 Top

On new techs you have to make an entry in both the TechTree_Amarian.xml file and the Techs_Amarian.xml file otherwise the game won't show it for research.

Reply #4 Top

yes i added it to that list of techs in the tree, i even tried putting it alone as an addition just doesnt recognise it at all no matter what.

Reply #5 Top

Basically I have 3 files one is the tech tree with the new tech listed in the category i need.

2nd is a technology i modified to have a new prequisite for the new tech I was adding.

3rd is the actual new technology with all details altered perfectly.

I added these to the Mods folder like my other mod for traits which works fine.

Reply #6 Top

Have you set it so that the race is using your new tech tree?

Because in the raceconfig you have to set it to the tech tree that you want them to use unless you edited the core file

Reply #7 Top

Well i modify the tech tree that all races are using which is Tech_Amarian anyway.

Reply #8 Top

Quoting rvgr, reply 2
Argh! My eyes!!!!
End of rvgr's quote

lol. I actually said "whoa" out load. This damn post better not be turning me into Keanu!

Reply #9 Top


if you mod the core files you may need to run in admin mode once for the game to detect the changes.... don't know why, but it seems to help.

Reply #10 Top

Show us the xml.

Reply #11 Top

Tech Tree . xml

?xml version="1.0" encoding="utf-8"?>

<!-- Created with the Elemental Editor -->
<!-- TechTree_Amarian.xml -->
<!-- -->
<TechTrees>
<TechTree InternalName="TechTree_Amarian">
<DisplayName>The Knowledge of the Amarian Race</DisplayName>
<Category>Civilization</Category>
<Tech>Dwellings</Tech>
<Tech>Administration</Tech>
<Tech>Agriculture</Tech>
<Tech>Alliances</Tech>
<Tech>Animal_Husbandry</Tech>
<Tech>Civics</Tech>
<Tech>Company</Tech>
<Tech>Construction</Tech>
<Tech>Cooperation</Tech>
<Tech>Craftsmanship</Tech>
<Tech>Dance_with_Dragons</Tech>
<Tech>Economics</Tech>
<Tech>Education</Tech>
<Tech>Entertainment</Tech>
<Tech>Guilds</Tech>
<Tech>Higher_Education</Tech>
<Tech>King_Of_The_Wastes</Tech>
<Tech>Knowledge</Tech>
<Tech>Literacy</Tech>
<Tech>Logistics</Tech>
<Tech>Mining</Tech>
<Tech>Refined_Agriculture</Tech>
<Tech>Refined_Diplomacy</Tech>
<Tech>Refined_Economics</Tech>
<Tech>Refined_Education</Tech>
<Tech>Refined_Production</Tech>
<Tech>Restoration</Tech>
<Tech>Trading</Tech>
<Tech>Wildland_Allies</Tech>
<Category>Warfare</Category>
<Tech>Advanced_Archery</Tech>
<Tech>Archery</Tech>
<Tech>Armor</Tech>
<Tech>Blacksmithing</Tech>
<Tech>Drills</Tech>
<Tech>Heavy_Armor</Tech>
<Tech>Juggernauts</Tech>
<Tech>Leatherworking</Tech>
<Tech>Longbows</Tech>
<Tech>Mounted_Warfare</Tech>
<Tech>Refined_Training</Tech>
<Tech>Siege_Weapons</Tech>
<Tech>Training</Tech>
<Tech>War_Colleges</Tech>
<Tech>Warg_Riding</Tech>
<Tech>Weaponry</Tech>
<Tech>Weapons_Of_War</Tech>
<Tech>Weaponsmithing</Tech>
<Category>Magic</Category>
<Tech>Arcane_Apparel</Tech>
<Tech>Arcane_Armor</Tech>
<Tech>Arcane_Mastery</Tech>
<Tech>Arcane_Weapons</Tech>
<Tech>Black_Quire</Tech>
<Tech>Book_Of_Flames</Tech>
<Tech>Book_Of_Frost</Tech>
<Tech>Book_Of_Mastery</Tech>
<Tech>Book_Of_Stones</Tech>
<Tech>Book_Of_Winds</Tech>
<Tech>Breons_Letters</Tech>
<Tech>Charms</Tech>
<Tech>Enchantment</Tech>
<Tech>Ereogs_Journal</Tech>
<Tech>Glyph_Stones</Tech>
<Tech>Henchmen</Tech>
<Tech>Magical_Forging</Tech>
<Tech>Recruiting</Tech>
<Tech>Refined_Arcana</Tech>
<Tech>Refined_Attack</Tech>
<Tech>Refined_Defense</Tech>
<Tech>Rituals</Tech>
<Tech>Shard_Harvesting</Tech>
<Tech>Immortal_Codex</Tech>
<Tech>SionTemple</Tech>
<Tech>Sorcery</Tech>
<Tech>Spellbooks</Tech>
<Tech>Third_Book_Of_The_Magi</Tech>
</TechTree>
</TechTrees>

 

Mynewtech.xml

<Container>

<TechDef InternalName="Dwellings">

<DisplayName>Dwellings</DisplayName>
<Description>Research in this area allows the beginning of home building for a civilization.</Description>
<AdviceText>For early house building.</AdviceText>
<Image>Tech_Civics.png</Image>
<Color>60,138,25</Color>
<HotColor>146,255,49</HotColor>
<Cost>10</Cost>
<Rarity>100</Rarity>
<Category>Civilization</Category>
<Infinite>0</Infinite>
<AppearanceChance>100</AppearanceChance>
<AIData AIPersonality="AI_General">
<AIPriority>100</AIPriority>
<AITradeToGetValue>75</AITradeToGetValue>
<AITradeOutValue>90</AITradeOutValue>
<AIAtWarMultiplier>1</AIAtWarMultiplier>
<AIEarlyBuildUpMultiplier>5</AIEarlyBuildUpMultiplier>
</AIData>
</TechDef>

</Container>

 

Techmodify.xml

<TechDef InternalName="Civics">
<DisplayName>Civics</DisplayName>
<Description>Research in this area allows you to construct the Inn improvement; Kingdom players will be able to construct Hedge Walls, Empire players Wooden Walls. Both will learn to balance the needs of their citizens against their larger strategic goals. In ancient Coriopolis, all citizens were required to contribute one-tenth of their earnings to the city coffers, to be distributed as the Great Council saw fit.</Description>
<AdviceText>Rushing production is a valuable tool when your coffers are full and you need a unit or improvement quickly.</AdviceText>
<Image>Tech_Civics.png</Image>
<Color>60,138,25</Color>
<HotColor>146,255,49</HotColor>
<Cost>10</Cost>
<Rarity>100</Rarity>
<Category>Civilization</Category>
<Infinite>0</Infinite>
<AppearanceChance>100</AppearanceChance>
<GameModifier>
<ModType>Player</ModType>
<Attribute>UnlockCityAction</Attribute>
<StrVal>RushProduction</StrVal>
<Icon>Consumption_Icon.png</Icon>
<Provides>Can Rush Production</Provides>
</GameModifier>
<GameModifier>
<ModType>Player</ModType>
<Attribute>AbilityBonus</Attribute>
<StrVal>A_FactionPrestige</StrVal>
<Value>1</Value>
<Provides>+1 Faction Prestige</Provides>
</GameModifier>
<Prereq>
<Type>Tech</Type>
<Attribute>Dwellings</Attribute>
</Prereq>
<AIData AIPersonality="AI_General">
<AIPriority>100</AIPriority>
<AITradeToGetValue>75</AITradeToGetValue>
<AITradeOutValue>90</AITradeOutValue>
<AIAtWarMultiplier>1</AIAtWarMultiplier>
<AIEarlyBuildUpMultiplier>5</AIEarlyBuildUpMultiplier>
</AIData>
</TechDef>

Reply #12 Top

Actually I just got it to work when I modify the core files instead of adding it to mods, but I really didnt wanna do that.

Btw I had tried running admin mode but it didnt help.

Reply #13 Top

Quoting rvgr, reply 2
Argh! My eyes!!!!
End of rvgr's quote

k6

Reply #14 Top

I'm not sure if this a serious post or if he's trying to burn our eyes out.