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Old August 8, 1999, 17:08   #1
apiquinamir
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Different Tech Tree
I tried to implement my own tech tree into a modpack I am making and the game will not accept the new one. Why is this happening?
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Old August 8, 1999, 19:32   #2
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There are several possible reasons for this. By 'not accept' does it crash? Which version of Civ2 are you using (the extra three slots - U1, U2, and U3 sometimes do not work as intended)? Did you alter 'Future Tech'?

If the game crashes, it's likely you have a technology loop, where two advances are prerequisites for eachother.
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Old August 8, 1999, 20:17   #3
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Can you post your tech tree? I might be able to make the corrections.
 
Old August 10, 1999, 02:16   #4
apiquinamir
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This is the section in rules.txt
-----------------------------------------
@CIVILIZE
Advanced Iron Working, 6,-1 Rif, Ste, 1, 4 ; Adv
Barbed Wire, 3,-1, Com, nil, 2, 1 ; Bar
Bessemer Converter, 7, 0, Cmp, Squ, 1, 2 ; Bes
Breech-Loading Rifles, 6,-2, Bes, nil, 1, 0 ; Bre
Chemistry, 4, 0, Dyn, Bar, 3, 3 ; Che
Commercial Fertilizer, 5, 1, Mec, nil, 1, 1 ; Com
Communism, 5, 0, Bes, nil, 1, 2 ; Cmn
Compound Steam Engine, 5, 1, Iro, Ste, 1, 4 ; Cmp
Democracy, 5, 1, Cmp, nil, 1, 2 ; Dem
Dynamite, 7, 0, Lar, Squ, 2, 4 ; Dyn
Feed Grasses, 4, 1, nil, nil, 0, 2 ; Fee
Fundamentalism, 3,-2, nil, nil, 0, 2 ; Fun
Improved Range-Finding, 5,-1, Che, Mar, 3, 0 ; Imp
Internal Combustion, 5,-2, Mag, Imp, 3, 0 ; Int
Iron Railroad Bridge, 5, 1, nil, nil, 0, 4 ; Iro
Large Artillery, 4,-1, Bre, Stl, 2, 0 ; Lar
Machine Guns, 5,-2, Dyn, nil, 3, 0 ; Mag
Marine Engineering, 6, 0, Stl, nil, 3, 1 ; Mar
Mechanical Reaper, 5, 1, Adv, Pow, 1, 4 ; Mec
Monarchy, 5, 1, nil, nil, 0, 2 ; Mon
Oil Drilling, 4, 1, Adv, Mec, 2, 2 ; Oil
Paddlewheels, 4, 1, Str, nil, 0, 1 ; Pad
Power Loom, 5, 1, Pad, Fee, 0, 2 ; Pow
The Republic, 5, 1, nil, nil, 0, 2 ; Rep
Rifled Artillery, 5,-1, Bes, Pad, 1, 0 ; Rif
Square-Set Timbering, 4, 0, nil, nil, 0, 1 ; Squ
Steel and Iron Plows, 4, 1, nil, nil, 0, 2 ; Ste
Steel Armor Plate, 5,-1, Adv, nil, 2, 0 ; Stl
Streamlined Hulls, 6, 0, nil, nil, 0, 4 ; Str
Future Technology, 1, 0, Int, nil, 3, 3 ; ...
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Old August 10, 1999, 03:58   #5
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apiquinamir,

It would appear as though you've simply deleted technologies from the list that you don't want to include, rather than giving them the prerequisites "no, no". The computer is searching down lines trying to locate the 90th line down for instance for "Future Tech", which has been brought up the file's order as there have been so many earlier text lines deleted. You would be better served by keeping the existing structure, don't delete lines, but instead give any unwanted advances, the "no, no" prerequisites.

It is also unconventional to start changing the codes for the advances (e.g. the first tech being "Adv" instead of the conventional "Afl"). If you are having persistent problems with your rules.txt (having taken care of the first point about not deleting lines) you may also want to revert back to the old codes for advances, even though "Afl" is not an abbreviation for Advanced Iron Working.
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Old August 13, 1999, 01:31   #6
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After changing all of the different problems listed in the previous post, it still won't work.
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Old August 13, 1999, 15:42   #7
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Here's the FW/MGE version of my Imperialism Tech Tree. You are welcome to use it(probably needs a little balancing in relation to Government techs. I tried to position the techs optimally so Iron Railroad Bridge=bridges over rivers, Compound Steam Engine=Forts, Oil Drilling=+1 Colosseum happiness, Breechloading Rifle=Barracks Sold Off, Spinning Jenny=No more techs in huts, Machine Guns=Barracks sold off, Square Set Timbering=Increased Temple Happiness, Streamlined Hulls=+1 Naval Movement, Chemistry=Free Advance, High Pressure Steam Engine=Railroad Building, Mechanical Reaper=Farmland Squares, 20th Century=Future Tech. You will need to make an advance in the "Tra" field if you want to use all the trade options in the game, though. If you are using Conflicts in Civilization or the Original version you will need to delete the Extra Techs at the end and I think this will work in Test of Time.;-)

@CIVILIZE
Blank, 0, 0, no, no, 0, 0 ; AFl
Blank, 0, 0, no, no, 0, 0 ; Alp
Blank, 0, 0, no, no, 0, 0 ; Amp
Blank, 0, 0, no, no, 0, 0 ; Ast
Blank, 0, 0, no, no, 0, 0 ; Ato
Blank, 0, 0, no, no, 0, 0 ; Aut
Blank, 0, 0, no, no, 0, 0 ; Ban
Iron Railroad Bridge,1,1, Mys, NP, 0, 1 ; Bri
Blank, 0, 0, no, no, 0, 0 ; Bro
Cotton Gin, 3, 0, nil, nil, 0, 4 ; Cer
Blank, 0, 0, no, no, 0, 0 ; Che
Blank, 0, 0, no, no, 0, 0 ; Chi
Blank, 0, 0, no, no, 0, 0 ; CoL
Blank, 0, 0, no, no, 0, 0 ; CA
Blank, 0, 0, no, no, 0, 0 ; Cmb
Power Loom , 3,-1, Hor, Fun, 2, 2 ; Cmn <-Communism
Blank, 0, 0, no, no, 0, 0 ; Cmp
Blank, 0, 0, no, no, 0, 0 ; Csc
Compound Steam Engine,1,1,Bri, San, 1, 1 ; Cst
Blank, 0, 0, no, no, 0, 0 ; Cor
Blank, 0, 0, no, no, 0, 0 ; Cur
Commercial Fertilizer,3,1,Rfg, nil, 3, 2 ; Dem <-Democracy
Blank, 0, 0, no, no, 0, 0 ; Eco
Blank, 0, 0, no, no, 0, 0 ; E1
Oil Drilling, 2, 1, Rfg, Hor, 3, 4 ; E2
Blank, 0, 0, no, no, 0, 0 ; Eng
Blank, 0, 0, no, no, 0, 0 ; Env
Blank, 0, 0, no, no, 0, 0 ; Esp
Blank, 0, 0, no, no, 0, 0 ; Exp
Blank, 0, 0, no, no, 0, 0 ; Feu
Blank, 0, 0, no, no, 0, 0 ; Fli
Steel + Iron Plows, 3,-2, San, Cer, 1, 2 ; Fun <-Fundamentalism
Blank, 0, 0, no, no, 0, 0 ; FP
Blank, 0, 0, no, no, 0, 0 ; Gen
Bessemer Converter, 3,-2, Fun,Inv, 1, 0 ; Gue
Breechloading Rifle,3,-2, Gue,nil, 1, 0 ; Gun
Rifled Artillery, 3,-2, Gun,Cst, 1, 0 ; Hor
Blank, 0, 0, no, no, 0, 0 ; Ind
Spinning Jenny, 3, 0, Mon, nil, 1, 4 ; Inv
Blank, 0, 0, no, no, 0, 0 ; Iro
Blank, 0, 0, no, no, 0, 0 ; Lab
Blank, 0, 0, no, no, 0, 0 ; Las
Blank, 0, 0, no, no, 0, 0 ; Ldr
Blank, 0, 0, no, no, 0, 0 ; Lit
Blank, 0, 0, no, no, 0, 0 ; Too
Blank, 0, 0, no, no, 0, 0 ; Mag
Blank, 0, 0, no, no, 0, 0 ; Map
Blank, 0, 0, no, no, 0, 0 ; Mas
Blank, 0, 0, no, no, 0, 0 ; MP
Blank, 0, 0, no, no, 0, 0 ; Mat
Blank, 0, 0, no, no, 0, 0 ; Med
Large Artillery, 3,-2, Gue, SFl, 3, 0 ; Met
Internal Combustion,3,-2, Mob, Phi, 3, 0 ; Min
Machine Guns, 3,-2, Met, E2, 3, 0 ; Mob
Feed Grasses, 3, 0, Bri, Cer, 0, 2 ; Mon <-Monarchy
Barbed Wire, 3, 0, Rfg, nil, 2, 4 ; MT
Square Set Timbering,2,1, NP, nil, 0, 4 ; Mys
Blank, 0, 0, no, no, 0, 0 ; Nav
Blank, 0, 0, no, no, 0, 0 ; NF
Streamlined Hulls, 1, 0, nil, nil, 0, 0 ; NP
Chemistry, 3, 1, Mob, Sth, 3, 3 ; Phi
Blank, 0, 0, no, no, 0, 0 ; Phy
Blank, 0, 0, no, no, 0, 0 ; Pla
Blank, 0, 0, no, no, 0, 0 ; Plu
Blank, 0, 0, no, no, 0, 0 ; PT
Blank, 0, 0, no, no, 0, 0 ; Pot
Blank, 0, 0, no, no, 0, 0 ; Rad
Hi. Press. Steam Eng.,4,0, nil,nil, 0, 1 ; RR
Blank, 0, 0, no, no, 0, 0 ; Rec
Blank, 0, 0, no, no, 0, 0 ; Ref
Mechanical Reaper, 4, 0, Cmn, nil, 3, 1 ; Rfg
Seed Drill, 3, 1, no, no, 0, 2 ; Rep <-Republic
Dynamite, 3, 0, Met, E2, 3, 4 ; Rob
Blank, 0, 0, no, no, 0, 0 ; Roc
Paddlewheels, 1, 0, NP, nil, 0, 0 ; San
Adv. Iron Working, 1, 0, Hor, San, 1, 0 ; Sea
Steel Armor Plate, 1, 0, Sea, E2, 2, 0 ; SFl
Marine Engineering, 1, 0, SFl, Met, 3, 0 ; Sth
Improved Range Finding,1,0,Phi,Sth, 3, 0 ; SE
Blank, 0, 0, no, no, 0, 0 ; Stl
Blank, 0, 0, no, no, 0, 0 ; Sup
Blank, 0, 0, no, no, 0, 0 ; Tac
Blank, 0, 0, no, no, 0, 0 ; The
Blank, 0, 0, no, no, 0, 0 ; ToG
Blank, 0, 0, no, no, 0, 0 ; Tra
Blank, 0, 0, no, no, 0, 0 ; Uni
Blank, 0, 0, no, no, 0, 0 ; War
Blank, 0, 0, no, no, 0, 0 ; Whe
Blank, 0, 0, no, no, 0, 0 ; Wri
20th Century, 1, 0, SE, Min, 3, 3 ; ...
User Def Tech A, 3, 0, no, no, 0, 0 ; U1
User Def Tech B, 3, 0, no, no, 0, 0 ; U2
User Def Tech C, 3, 0, no, no, 0, 0 ; U3
Extra Advance 1, 3, 0, no, no, 0, 0 ; X1
Extra Advance 2, 3, 0, no, no, 0, 0 ; X2
Extra Advance 3, 3, 0, no, no, 0, 0 ; X3
Extra Advance 4, 3, 0, no, no, 0, 0 ; X4
Extra Advance 5, 3, 0, no, no, 0, 0 ; X5
Extra Advance 6, 3, 0, no, no, 0, 0 ; X6
Extra Advance 7, 3, 0, no, no, 0, 0 ; X7

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Old August 13, 1999, 15:47   #8
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BTW, the "The" slot which I did not use=+1 Cathedral Happiness. I think that pretty much sums up the effects of techs on the CivII tech tree.

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Old August 14, 1999, 03:23   #9
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Thanks for your help.
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