[Bug] Tech Tree - AICannotTrade and Tech Costs

Firstly, in MasterTechDefs.xml (Retribution) there is this : AICannotTrade it is a boolean, default to false (true and false the only options). However it is currently been used as an xs:int or FixedDecimal for 22 instances:

<AICannotTrade>1</AICannotTrade> should be <AICannotTrade>true</AICannotTrade>

Secondly the current Tech Costs are all over the place after the restructure of the tech tree for Retribution, here is an example:-

Beam Weapons to Doom Rays there are total 10 techs (12 if you count all 3 specialities) in this line, the tech costs are as follows:

100 - 150 - 166 - 800 - 600 - 241 - 700 - 350 - 1000 - 2054

This is a common occurance all the way through the Retribution technology tree.

 

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Update

While adjusting the tech costs for my mod (so they are not so wonkey) I came across a weird bug with the first 3 invasion specializations. I have removed each line of techs into their own xml file this worked fine for all the Engineering techs and Military techs apart from these 3, moving them out of the MasterTechDefs.xml causes 2 of them to not appear in the technology tree, the only one you get is Biological Warfare. Moving them back into the MasterTechDefs.xml and they re appear.