Help with Race-specific Tech please

Hopefully someone can answer a question for me. I have played other games like GC2 that are "text based" and easy to mod, and I have been reading this forum. I don’t seem to find anyone else that has mentioned this. I haven’t done any major mods, just little tweaks to my game play. I followed Macmatt’s tutorial "How to: Create a Race-specific Tech Tree [DL/DA]" (this is the link http://www.i-mod-productions.com/showthread.php?t=663 ). Simple, well documented, very straight forward mod. Here is a copy of my tech.

</Industry>

<Biology ID="Klingon Tech">

<DisplayName>Klingon Tech</DisplayName>

<Cost>100</Cost>

<Description>Klingon developments.</Description>

<Details>New technical ideas developed by the Klingons.</Details>

<Requires>Impossible Tech</Requires>

<Category>Manufacturing</Category>

<SocialProductionAbility>0</SocialProductionAbility>

<MilitaryProductionAbility>0</MilitaryProductionAbility>

<ResearchAbility>0</ResearchAbility>

<Model>event10</Model>

<AIValue>0</AIValue>

<CanBeTraded>0</CanBeTraded>

<CanBeStolen>0</CanBeStolen>

</Biology>

<Industry ID="Anti-Matter Power Generation">

<DisplayName>Anti-Matter Power Generation</DisplayName>

<Cost>250</Cost>

<Description>Manufacturing plant for new Anti-Matter power plants.</Description>

<Details>Building these new Anti-Matter plants will give us higher ship speed.</Details>

<Requires>Klingon Tech</Requires>

<Category>Manufacturing</Category>

<CanBeTraded>0</CanBeTraded>

<CanBeStolen>0</CanBeStolen>

<AIValue>0</AIValue>

</Industry>

<Industry ID="Anti-matter Warp Core">

<DisplayName>Anti-matter Warp Core</DisplayName>

<Cost>250</Cost>

<Description>Manufacturing plant for new Anti-Matter power plants.</Description>

<Details>Building these new Anti-Matter plants will give us higher ship speed.</Details>

<Requires>Anti-Matter Power Generation</Requires>

<Category>Manufacturing</Category>

<CanBeTraded>0</CanBeTraded>

<CanBeStolen>0</CanBeStolen>

<AIValue>0</AIValue>

</Industry>

</Technologies>

I then did a couple of planet improvements that require one of these techs, I made it a superproject so only one could be built. Here is the first improvement.

 

<Improvement>

<S_Name>Anti-matter Core Plant</S_Name>

<S_InternalName>Anti-matter Core Plant</S_InternalName>

<ManufactureBonus>0</ManufactureBonus>

<MoraleBonus>0</MoraleBonus>

<EconomicBonus>0</EconomicBonus>

<PrestigeBonus>0</PrestigeBonus>

<PlanetaryDefenseBonus>0</PlanetaryDefenseBonus>

<StarshipQualityBonus>0</StarshipQualityBonus>

<ResearchBonus>0</ResearchBonus>

<S_Type>SuperProject</S_Type>

<AI>0</AI>

<AbilityType>3</AbilityType>

<AbilityAmount>1</AbilityAmount>

<S_TechRequirement>Anti-Matter Power Generation</S_TechRequirement>

<Cost>225</Cost>

<S_Omega>

</S_Omega>

<S_BriefDescription>New ship power plants.</S_BriefDescription>

<S_Description>This massive production plant allows higher ship speed.</S_Description>

<Maintenance>0</Maintenance>

<Industry>0</Industry>

<Employment>20</Employment>

<Food>0</Food>

<S_IconName>OmegaResearchCenter.png</S_IconName>

<S_QueryGraphicName>OmegaResearchCenter.png</S_QueryGraphicName>

<CanHaveAgents>0</CanHaveAgents>

</Improvement>

I of coarse then added "Klingon Tech" to the raceconfig.xml file for my custom race. It works fine except for the fact that in two consecutive games, one of the computer races built it before I could! How can they research and build it when it is supposed to be a "Race-specific Tech"?

2,633 views 2 replies
Reply #1 Top
I notice that for the requirement of the first tech you put "Impossible Tech" when it should be "ImpossibleTech" (without a space). That could be what's causing it.
Reply #2 Top
Ah, Macmatt, just the man I was hoping for! That is the kind of little detail I did not notice. Thanks! I'll try that! :)