Starting Techs for races

I'm working on modding teh major races, and changing the techs that each race starts the game with. I'm having trouble actually getting them to work in game. My coding is correct, as I am placing everything in the [tech] and [/tech] tags. (with the right bracket of course). And I'm using the tech's culture ID. In order for it to work, do the techs have to have their pre-requisites researched too? Doesn't seem like that would be the case for this, in fact, the stock races seem to prove this one wrong.

Any suggestions or ideas??
5,183 views 6 replies
Reply #1 Top
Do you have old .raceconfig files in My Documents/My Games/GalCiv2? If so, these would overwrite whatever you have in raceconfig.xml.
Reply #2 Top
this is my first time modding them, so even if I had old files, it would be the stock ones...
Reply #3 Top
the code that is in question:

[Tech]Galactic Warfare[/Tech]
[Tech]HyperDrive[/Tech]
[Tech]StellarCartography[/Tech]
[Tech]Space Militarization[/Tech]
[Tech]Space Weapons[/Tech]
[Tech]Beam Weapon theory[/Tech]
[Tech]Mass Driver Theory[/Tech]

Warefare, Hyperdrive, and Cartography show up, but the others don't.
Reply #4 Top
okay, I solved this, and it's actually sort of an interesting bug...

I found it while working on race colors, and when I loaded the game, the old colors (the first draft of the colorscheme) remained, even though I had completed the "second draft". I hit clear after choosing the race, and the colors reset. I tried this with the race I was modifying the techs for, and low and behold, the full list popped up .
Reply #5 Top
Yes, because when you play a race in-game, a .raceconfig file containing your customizations is created in My Documents\My Games\GalCiv2. Any files present there will override whatever is in RaceConfig.xml (clearing them in-game is supposed to delete them, but hasn't worked reliably in the past).
Reply #6 Top
makes sense

Once I clear them, it seems to work. I just have to do it that first time.

Thanks Kryo!