Adding a new chuch tech leads to bug pls help

Im trying to integrate the Sevastopol card into Church tech for Russia. This is what I did.


But now when I age up, the building apperance does not change, nor is the new tech implemented. As you can see Im in Age IV but the builidngs are still in Age I. What am I missing?

Building appearance is determined by the building animfiles, and, usually, swaps based off certain age techs like Industrialize. If you haven’t touched any of those files or techs then I’m not sure what would cause it. Since I see RGRedcoats on there, I can’t tell if you are hard modding the entire techtreey file or using Additive modding, but I presume the former which could be leading to weird bugs.

There’s probably multiple ways to do it. One would be to make a new tech and tell it to remove the old one and add in the new tech.

<techtreemods>
  <tech name='Age0Russian'>
    <effects>
        <effect mergeMode='remove' type="TechStatus" status="obtainable">ChurchPetrineReforms</effect>
	    <effect mergeMode='add' type="TechStatus" status="obtainable">ChurchSevastopol</effect>
        <effect mergeMode='add' type="CommandAdd" tech="ChurchSevastopol" page="1" column="8">
           <target type="ProtoUnit">AbstractChurch</target>
        </effect>
   </effects>
  </tech>
  <tech name="ChurchSevastopol" type="Normal">
    <dbid>20000</dbid>
    <displaynameid>46852</displaynameid>
    <cost resourcetype="Gold">1600.0000</cost>
    <cost resourcetype="Wood">1600.0000</cost>
    <researchpoints>15.0000</researchpoints>
    <status>UNOBTAINABLE</status>
    <icon>resources\images\icons\techs\native\Sevastapol.png</icon>
    <rollovertextid>46851</rollovertextid>
    <flag>UniqueTech</flag>
    <flag>CountsTowardMilitaryScore</flag>
    <prereqs>
      <techstatus status="Active">ChurchWesternization</techstatus>
      <techstatus status="Active">Industrialize</techstatus>
    </prereqs>
    <effects>
      <effect type="Data" amount="0.50" subtype="BuildPoints" relativity="Percent">
        <target type="ProtoUnit">Blockhouse</target>
      </effect>
      <effect type="Data" amount="0.50" subtype="BuildPoints" relativity="Percent">
        <target type="ProtoUnit">FortFrontier</target>
      </effect>
      <effect type="Data" amount="0.50" subtype="BuildPoints" relativity="Percent">
        <target type="ProtoUnit">AbstractWall</target>
      </effect>
      <effect type="Data" amount="0.50" subtype="BuildPoints" relativity="Percent">
        <target type="ProtoUnit">TownCenter</target>
      </effect>
  </tech>
</techtreemods>

Another method would be just replacing ChurchPetrineReforms.

<techtreemods>
  <tech mergeMode='replace' name="ChurchPetrineReforms" type="Normal">
    <dbid>225</dbid>
    <displaynameid>46852</displaynameid>
    <cost resourcetype="Gold">1600.0000</cost>
    <cost resourcetype="Wood">1600.0000</cost>
    <researchpoints>15.0000</researchpoints>
    <status>UNOBTAINABLE</status>
    <icon>resources\images\icons\techs\native\Sevastapol.png</icon>
    <rollovertextid>46851</rollovertextid>
    <flag>UniqueTech</flag>
    <flag>CountsTowardMilitaryScore</flag>
    <prereqs>
      <techstatus status="Active">ChurchWesternization</techstatus>
      <techstatus status="Active">Industrialize</techstatus>
    </prereqs>
    <effects>
      <effect type="Data" amount="0.50" subtype="BuildPoints" relativity="Percent">
        <target type="ProtoUnit">Blockhouse</target>
      </effect>
      <effect type="Data" amount="0.50" subtype="BuildPoints" relativity="Percent">
        <target type="ProtoUnit">FortFrontier</target>
      </effect>
      <effect type="Data" amount="0.50" subtype="BuildPoints" relativity="Percent">
        <target type="ProtoUnit">AbstractWall</target>
      </effect>
      <effect type="Data" amount="0.50" subtype="BuildPoints" relativity="Percent">
        <target type="ProtoUnit">TownCenter</target>
      </effect>
  </tech>
</techtreemods>

You cant just go to the techtree and add stuff, you also need to embet the new tech in the protoy of the church.

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Thanks for reply, really helpful :smiley:

But is there a chance to make a new church tech than just taking the place of old one? Or is there a limit to church techs?

Okay, I just needed to activate the tech under church in protoy, and everything solved including the appearance bug. thank u all

ty it solved the problem :smiley:

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