Improved Tech Tree Mod

This is for all you people who are wanting: A mod in the Tech Tree hassle, mess, whatever you call it! I made it to be simplistic yet have the same feel for the game, and having the best technology in all things etc...all you have to do is go to the Library and go to technology and browse and look for my post, "Improved Tech Mod" posted on july 17th and download it. This is the best version I could come up with in my opinion and it rocks!! This took some time, oh yea!! Over 5 hours to figure this one out, with lots of tests and averages and other things I had to do to create this...now my games I play are 100 times better!! Just the way I want them to be. Especially if you liked MOO2(even though this game is tens times better) Test it out and see. The download in the library tells you the rest of the details. You'll want to check this one out. Have fun, and let me know if you liked it or not!! -Viithtrump
9,105 views 15 replies
Reply #1 Top
Make sure when you guys put this file in your GalCiv2\Data\English folder it is in the main directory where you installed the game and not the mod folder. Also I have stored the file in a folder call tech tree mod...just copy the file and paste it in the GalCiv2\Data\English folder and not the folder i put it in otherwise the game cannot locate the file and will crash on you!! Any questions or comments let me know thanx people!! -Viithtrump
Reply #2 Top
Remember if you update the game to beta version or any version for that matter you have to reload or download or put the file back in the game, or you wont have this techtree running!!! - Viithtrump
Reply #3 Top
It did that too you because you modded the original file instead of using the mod folder. If you use a mod folder it won't be overwritten every time you patch the game. That folder has worked now quite well since 1.2. Place the file in GalCiv2/Mods/Improved Tech Tree/Data . It will take priority over the original TechTree.xml when the mod is enabled. If you place it in GalCiv2/Mods/Improved Tech Tree/Data/Techs however, both files will be used and you'll often get duplicates and other wierd stuff, unless you're just adding techs, and not modifying any of the original ones.
Reply #4 Top
Interesting, but i cant find it in the libary
Reply #5 Top
Onlyanegg: Hey Thanx for writing...I purposly created this file for the main folder because I didn't want it to be a mod or I mean to be put in the mod folder, becuase I do not like nor want there tech tree(only to a certain point). I created this one which is better. The thing to remember is to delete the techtree.xml before you put mine in other wise you get errors, mainly because if you had a save game that used the old techtree.xml file it would crash your game and or create a duplicate file. NOTE TO ALL!!!::: Do not load a previous saved game with this mod!! Thats all Im going to say, you must start a new game.

Bodyless: If there is any updating that I change to the file, the library takes it out for a few hours then Stardock puts it back in. Its there now.

PS> Remember that the file I created is put in a folder labeled "tech mod" after the download, and the file is inside it called techtree.xml, put it in the main folder....look at notes above on reply 1 and 2 or look at notes in library for further information. -Viithtrump
Reply #6 Top
FYI, you can just direct-link to the library entry. It doesn't show in the listing when it's pending after an update, but you can still get to it there.
Reply #7 Top
why don't you want it as a mod?
Reply #8 Top
Master U:

It actually can be a mod, I was just thinking in terms of the main folder when I first created it. So thats where is still tell people to put it, but you don't have to. Its up to you. -Viithtrump
Reply #9 Top
I don't think you want to delete the original techtree.xml file. Just use the mod folder. Deleting original game files is a bad idea. Everytime you patch the game it will mess things up.
Reply #10 Top
I purposly created this file for the main folder because I didn't want it to be a mod or I mean to be put in the mod folder, becuase I do not like nor want there tech tree(only to a certain point). I created this one which is better.


hrmm...he doesn't seem to get it.
Mods placed in the proper folder ( NOT the techs folder, just the data folder before it) will REPLACE the old tech tree within the game.

their tech tree dissappears, yours is used only....can this be explained any better?

Reply #11 Top
I don't even know what you people are talking about with replacement mods not working right in the mods folder. I've altered a good number of techs, put them in the ...\Mods\ModName\Data\Techs folder, in a single TechTree.xml file, and they work fine. You just have to make sure the different branches (Logistics, Propulsion, Culture, etc.) are listed in the file separately from one another (as opposed to having a Propulsion entry mixed in with a bunch of Logistics entries, for example). That, and you have to use the same internal name as whatever it is you're replacing, of course.
Reply #12 Top
To Onlyegg, Akaliel and others: Uh Yea, I'm not going to let this post turn into a bash session. I created the file and I know where to put the file. I've been playing the game with that file for over a month now since I created it and I have had no errors yet. The main thing most of you have forgotten is that I have made no dicrepencies or changes to Stardocks configurations, you may think there is, but there is not. I have explained how (errors) can happen at this site and over at the library in great detail, so please trust me!
You peoples are making this more complicated then it has to be, especially out of the context of why I originally made the file. Just follow my rules at very top or at the library of which I wrote, and you will never have a problem. If you don't follow the directions and start doing your own thing, then thats not my ordeal, you can figure it out, as it is now your problem.
All I'm intersted in to know is if you liked the file, I think it works great. If you don't like the file, then I am sad for that... All you can do is go on your own and spend as many hours as I did and create your own file. Have a nice day -Viithtrump
Reply #13 Top
Ok, sorry, dropping it. Just thought I'd mention there's an easier way.

From the change log for version 1.2

+ Added code to allow you to overwrite entire files if they have the same name and are placed in the Mods\Data folder: Anomalies.xml, CustomPlanets.xml, Events.xml, FlavorText.xml, GC2Ships.xml, GC2Types.xml, GC2_Conversations.xml, InvTactics.xml, PlanetImprovements.xml, PoliticalParties.xml, RaceConfig.xml, ResourceTypes.xml, StarbaseModules.xml, TechTree.xml, UPIssues.xml.
Reply #14 Top
Onlyanegg and others: Hey thanx for posting, I hope you didn't take it personal of what I said, I just wanted to make sure that people don't get into any arguments over this file. But, yea you can go ahead an put it in the mod folder, I have done it either way. If you have any other comments about the file or what else can be done to make it better let me know. Laterz - Viithtrump
Reply #15 Top
It's worked fine so far because they haven't patched the techtree.xml in a while. But that doesn't mean they won't. And if they do what will happen is the new file from the patch will simply overwrite yours and your changes will be gone. All you have to do is copy your file into Mods/Data. And then select your mod in the Options screen. And then you don't need to worry about patches messing up your mod.