View Full Version : Technology creation program


Laucian
Aug 14, 2006, 08:00 AM
Hello!

If you're new to the program, here's a little text on what it can do. If you're not new, skip on to the next paragraph. TCP, or CreTech as it is officially called, is a lightweight .NET application for Windows that allows you to import, edit, and export the Technology file of Civ 4. In this file a lot of information is stored, and all of it is editable, including tech costs, prerequisites, and even the position on the tech tree. There is also an option to view the tech tree, to make sure techs don't collide. It's designed to be simple, yet very effective for modders who want to create a lot of techs, or if you just simply want to change something in the file without having to learn XML.

The new version is here! It has importing functionality, and a few system updates and bugs removed. See for yourself!

About the code: it's written with Visual Basic 2005, running on .NET Framework 2.0. The .NET framework is required for it to work, but if you don't have it installed, the program will download it for you automatically (or at least it should... I don't have a computer to test it on). Otherwise, check here (http://www.microsoft.com/downloads/details.aspx?FamilyID=333325FD-AE52-4E35-B531-508D977D32A6&displaylang=en) for a download.

Version 1.0
- Importing! Finally!
- New system for Flavors, it now resembles the other list things. This is to make it compatible with importing. Flavors option now works like in Domain Moves and Terrain Trades options.
- Slightly changed the interface to implement the new Flavor box into it.
- Changed maximum/minimum values of the numeric boxes to insane values, to make sure importing works.
- Terrain and domain names now get the "TERRAIN_" and "DOMAIN_" extensions as soon as you close their edit box (makes no difference when inputting, just looks a little different).
- Fixed bug where changing prerequisites would not be remembered.
- Fixed bug that caused the tech tree to not work properly.

Older updates:

Version 0.9
- The installer file should put a shortcut in your Start menu. To run the program, click it. To remove the program from your computer, go to Software in the Confuration Panel, select “Add/Remove software”, select CreTech, and click “Remove” (on Windows XP).
- Removed the splash screen as it was irritating me.
- BtS!
- Added options for: showing options dialog box at start, confirming exit, standard slider counts per expansion, startup techs, new tech values, and auto-building for some of the text fields.
- Options and settings are remembered the next time you start the program (unless you remove the program from your computer).
- You can now edit the lists of terrains, domains, advisors, units, eras, as well as editing flavor names.
- Changed layout of prerequisites, domain moves, and terrain trades (they now open in a separate window).
- Export button now immediately exports.
- Added buttons in the grid frame.

Version 0.6
- Name of the program (it's not great, but better than "Technology Creation Program" :P)
- Added splash screen (note the icon)
- Made it into a setup file which, strangely enough, doesn't setup (it just runs)
- Changed layout, there's no longer a seperate screen for editing or creating a tech
- Removed "Edit" button
- Added tech tree option: this cool new option allows you to see the tech tree as of the current techs
- Added functions for insterting "Trade on terrain", "Movement bonus on domain", and "Commerce Sliders"
- Added to options: number of commerce sliders (and disabled BtS buttons, to be updated very soon)
- Updated tags (the yellowish things appearing when you move your cursor over an object) to make them clearer about the functions of the components
- Added loading bar and "Select all" button to the export screen

Version 0.4

Added:
- EDIT!!! Fianally!!! Requested 1000 times!
- Option for deletion of techs
- Some icons! See wether or not you like them.
EDIT: The file itself still has no icons... :blush:

Changed:
- Layout

Removed:
- Mistakes with exporting (it works now!)

Version 0.2:

Added:
- Warlords
- Sound and MP sound auto-build if you leave them empty

Changed:
- Clicking "No" when asked to leave the Technology Creation screen when clicking cancel no longer closes it

Removed:
- Useless browse buttons for sound and MP sound

Talon500
Aug 14, 2006, 07:24 PM
Ohh very useful!

Jeckel
Aug 17, 2006, 11:29 AM
Very cool, I'll have to give it a try. :)

Dancing Hoskuld
Aug 21, 2006, 04:53 AM
Rats! Downloaded, unzipped, tried to run but got a "failed to initialise" error whatever that is.

Laucian
Aug 21, 2006, 07:16 AM
Rats! Downloaded, unzipped, tried to run but got a "failed to initialise" error whatever that is.

Try to download the .NET framework (http://www.microsoft.com/downloads/details.aspx?familyid=0856eacb-4362-4b0d-8edd-aab15c5e04f5&displaylang=en), maybe that will help (I hope...)

Dancing Hoskuld
Aug 24, 2006, 04:23 AM
Thanks, it now works. Now to see whats what wot!

Stormfather
Aug 24, 2006, 01:17 PM
Awesome utility. To make it Warlords-friendly, all you need to do is add one line (the one in bold):

...
<bPermanentAllianceTrading>0</bPermanentAllianceTrading>
<bVassalTrading>0</bVassalTrading>
<bBridgeBuilding>0</bBridgeBuilding>
...

Blake01
Aug 29, 2006, 07:30 AM
Would you be willing to share the source code?

Ultimus
Aug 30, 2006, 02:53 PM
It would be awesome if we could add buildings and or units with the tech we create.

Good Sauce
Aug 31, 2006, 12:14 AM
dss files are an image file civ uses, mostly for buttons and stuff i think
thats all i know though, have no idea how you would go about changing them or using them

Laucian
Aug 31, 2006, 02:02 PM
Would you be willing to share the source code?

I'll PM you about it soon.

It would be awesome if we could add buildings and or units with the tech we create.

You can! But you'll have to do so in the files of the units, buildings and wonders. They have prerequisites, the techs don't have allowances.
Maybe (when I'm finished with this -- taking a long time since school has started :cry: ) I'll make this kind of program for units/buildings as well.

dss files are an image file civ uses, mostly for buttons and stuff i think
thats all i know though, have no idea how you would go about changing them or using them

Thanks anyway!

The main question, however, was WTH there are two files and two numbers in the buttons section...

Ploeperpengel
Sep 02, 2006, 11:11 PM
<Button>,Art/Interface/Buttons/TechTree/Mysticism.dds,Art/Interface/Buttons/TechTree_Atlas.dds,4,11</Button>
It's only one file. The first .dds is the name of the button. The "," before the Art/Interface... tells the game to use an atlasmap. The second part tells the game which atlasmap to use and on what coordinate it finds the button.

an atlasmap is a large dds file which includes many buttons and marks in subchannels where one button begins and the other ends so the program can find the coordinates assigned in the xml.

If linked to a single button it looks like this:
<Button>Art/Interface/Buttons/TechTree/Fishing.dds</Button>

should explain this subject more or less. Good luck with the program. Could have used it earlier but you never know maybe I revamp mytechtree from ground up again some day.

Laucian
Sep 03, 2006, 01:34 AM
<Button>,Art/Interface/Buttons/TechTree/Mysticism.dds,Art/Interface/Buttons/TechTree_Atlas.dds,4,11</Button>
It's only one file. The first .dds is the name of the button. The "," before the Art/Interface... tells the game to use an atlasmap. The second part tells the game which atlasmap to use and on what coordinate it finds the button.

an atlasmap is a large dds file which includes many buttons and marks in subchannels where one button begins and the other ends so the program can find the coordinates assigned in the xml.

If linked to a single button it looks like this:
<Button>Art/Interface/Buttons/TechTree/Fishing.dds</Button>

should explain this subject more or less. Good luck with the program. Could have used it earlier but you never know maybe I revamp mytechtree from ground up again some day.

Ok, thnx a lot! I'll just make it one button then, I suppose... Cool! Something for the next update!

EL_OSO
Sep 05, 2006, 08:01 PM
Nice utility. I would like to see a way to edit an existing entry. As it is now, if I screw up or change my mind, I have to delete it and re-enter all the data again.

There were also some limitations on how much text could be imported. I tried to import the text from the chinese unification scenario and it got cut off around mathematics.

Anyhow keep up the good work.

Thasis
Sep 05, 2006, 10:52 PM
Mmm... lets say you wanted to add more eras? Is this possible? And lets say you customely add a new era, with this program could you add more then 256 techs? I realy think it'd be great if we could get more eras, more techs, etc. Otherwise, good work monsier!

Laucian
Sep 06, 2006, 08:29 AM
Mmm... lets say you wanted to add more eras? Is this possible? And lets say you customely add a new era, with this program could you add more then 256 techs? I realy think it'd be great if we could get more eras, more techs, etc. Otherwise, good work monsier!

You can add more eras! You can type anything in the box -- the predefined are just so that you won't have to type those in over and over. You can't add more than 256 techs, but maybe I'll raise it to 512 next time (making it slightly slower).


Nice utility. I would like to see a way to edit an existing entry. As it is now, if I screw up or change my mind, I have to delete it and re-enter all the data again.

There were also some limitations on how much text could be imported. I tried to import the text from the chinese unification scenario and it got cut off around mathematics.

Anyhow keep up the good work.

The edit existing entry is for the next update.
Tech import doesn't work at all yet. If you mean export, then there's just a limit on 256... but if that's not it, please say so and I'll see wether I can fix the problem.

EL_OSO
Sep 06, 2006, 03:37 PM
I was just trying to import the xml code into the text window by copying and pasting. I wasn't aware that it wasn't fully functional at this time.

Patricius
Sep 06, 2006, 08:42 PM
Hi Laucian, I really like your Tech Creator, its helped speed up what was a very tedious process. Im looking foward to your updates, especially editing already existing techs.

For Bugs, I found that if I export the techs to text and subsequently copy that to XML, there seems to be one problem. After each tech, instead of matching the original tag of "<TechInfo>" it says <Techinfo>" (the "i" is small) That doesnt seem like much, but it in itself doesnt allow the new TechInfo Xml to be loaded. So its not much and can be easily fixed. Also the Tag at the very beggining <TechInfos> doesnt match the end tag at the bottom of the XML file. It Instead says <Techinfos>

For suggestions, I would love to see;
1. the add movement on domain function,
2. the function that allowa culture, gold slider changes, and
3. the enable Trade on certain terrain function.
They are all three functions in Tech Info that currently are not supported.
4. Also, Since the Asset value corresponds to whatever era the tech is in, could you make it so it changes automatically whenever an era is chosen? Of course this would only work if you kept the default eras, and one should be able to change the Asset # if one wanted to. For Example: in the vanilla game, each Ancient Tech as an asset of 8;each classical an asset of 16, and so on and so forth, with an increase of 8 for each era.
Anyway these are just my random suggestions and they are not needed, just little bonuses.

Anyway, these are my intial perceptions and over all its very good. :goodjob: If I find any more bugs i will be sure to let you know. Thankyou for working on this in your spare time.
Sincerely,
Patricius

EDIT: BUG: I found that the correct form for putting in a free Great Person in TEch Infos is "UNITCLASS_PROPHET" for Great Prophet, etc. At the moment the Utility puts down "Great Prophet"
EDIT: BUG: Medievel is incorrectly spelled and causes an erorr when trying to load a tech with that era. THe Current Spelling is "Medeivel", the correct is "Medievel".

marshmanthe1st
Sep 07, 2006, 03:59 AM
Would you be willing to share the source code?

I would be willing to assist too, started working on a Mod tool a while back but never finished it.

seady
Sep 11, 2006, 06:57 AM
Try to download the .NET framework (http://www.microsoft.com/downloads/details.aspx?familyid=0856eacb-4362-4b0d-8edd-aab15c5e04f5&displaylang=en), maybe that will help (I hope...)

I can't access that domain. I can download updates but generally i can't access microsoft sites. They told me when i called them it was because i have other non-microsoft operating systems on separate partitions and for further help i had to wipe all non-microsoft partitions.

Is there any other way to access the program?

Laucian
Sep 11, 2006, 09:44 AM
I can't access that domain. I can download updates but generally i can't access microsoft sites. They told me when i called them it was because i have other non-microsoft operating systems on separate partitions and for further help i had to wipe all non-microsoft partitions.

Is there any other way to access the program?

I'm sorry, I don't know anyone. I don't think you can execute it. (but if anyone knows how to, please say so!)

mike6426
Nov 06, 2006, 09:23 PM
thanks for the new one, now only if it came with icons...

Chieftess
Nov 19, 2006, 06:24 PM
I can't access that domain. I can download updates but generally i can't access microsoft sites. They told me when i called them it was because i have other non-microsoft operating systems on separate partitions and for further help i had to wipe all non-microsoft partitions.

Is there any other way to access the program?

This might not work, but try going to the Microsoft site in a browser other than Internet Explorer (i.e., Firefox, Netscape, Opera).

You know the saying, "Microsoft knows what's best for you.".

Even I'm weary about downloading the .NET 2.0 platform. The last time I did that, it messed up my .NET 1.1 compiler (VB.NET, C#.NET, etc.) - both at my home and work computers.

Then there's API window forms in C++ (yuck! yuck! yuck!), and VB6 which can't handle XML as well at .NET... (yuck!).

(I would've made an editor myself years ago, but Microsoft really is discouraging me... no one should have to download 20+ megs to use a program.)

Laucian
Nov 21, 2006, 08:43 AM
(I would've made an editor myself years ago, but Microsoft really is discouraging me... no one should have to download 20+ megs to use a program.)

Yeah, you're right, but I don't have anthing better. And I love to program, so...
That did it :D

GarretSidzaka
Jul 12, 2007, 01:52 PM
im gonna check this out :)

GarretSidzaka
Jul 12, 2007, 01:56 PM
i looked at it and i think it looks very nice. i remember another tech creator, but it was some kind of in-game mod.

does your version import from mods, to edit and streamline the tech?>

How soon do you plan on buying BtS? because i will need that platform editable ( i saw you wrote it greyed out)

Laucian
Jul 13, 2007, 02:30 AM
It will be importing from mods as soon as importing is on, yes :)
almost finished that (terrible) part of code here, along with some other stuff (including bug-fixes)
I'm not yet sure how soon I'll get BtS, but when it comes out (23rd in US, right?) I'll look for someone to send me part of the new xml file - 1 tech would suffice, cuz I can then see where the new features are placed in the file.
(PS: if you'd like to send it. just 1 tech would be enough)

GarretSidzaka
Jul 15, 2007, 05:44 PM
i want to, but i am compelled not too :cry:

avain
Nov 13, 2007, 06:40 AM
Hi,
so, will there be a BtS version?

Laucian
Nov 13, 2007, 11:25 PM
Hi,
so, will there be a BtS version?

Er... whoops, apparently I forgot to post it, have it finished for months... as well as some other minor updates/bug fixes

I'll post a new version within a few days.

avain
Nov 16, 2007, 02:22 AM
Er... whoops, apparently I forgot to post it, have it finished for months... as well as some other minor updates/bug fixes

I'll post a new version within a few days.

I'm eagerly waiting for the update! :goodjob:

Laucian
Nov 18, 2007, 01:58 AM
I'm now working on a huge update, including transition to the .Net framework 3.5
Don't worry, you won't have to download anything additional.

avain
Nov 27, 2007, 07:00 AM
Laucian, any estimate about the release date?

Laucian
Nov 27, 2007, 08:17 AM
As a matter of fact, I was planning on doing it today... but now my visual studio just crashed. So I'll post it as soon as it's working again, I'm sorry, but I can't access anything ATM...

RogueThunder
Dec 02, 2007, 12:42 AM
Ack... Does... it HAVE to be .net 3.5... >.< *hisses* Damn M$ making no version 3.0 or newer compatible with W2k(or anything elce older then XP...)... >.<

How important is said big update?... ; . ;

Other than that... Shiiiiny.

Also... I take it import is a wip/in the upcoming update I wont be able to use... Grah.

Thorgrimm
Jan 01, 2008, 11:21 PM
As a matter of fact, I was planning on doing it today... but now my visual studio just crashed. So I'll post it as soon as it's working again, I'm sorry, but I can't access anything ATM...


Laucian, any news on the BTS update?



:nuke: Cheers, Thorgrimm :nuke:

EugeneStyles
Jan 10, 2008, 10:48 PM
1) Cool program. I'm eagerly awaiting the BTS version, although hopefully it will support Win 2000. If not, I suppose I can get away with using the old version.

2) A bug - anytime I click on a tech that has pre-reqs, it doubles the pre-reqs. Frex, say I make a tech called "Ion Drive" that requires "FTL Travel" and "Advanced Chemistry". When I click on another tech, and then click back on Ion Drive, now it requires "FTL Travel", "Advanced Chemistry", "FTL Travel", and "Advanced Chemistry". If I click off and then back on it again, it will now show 4 of each tech in the requirements box, and then 8 of each, etc... It's kind of annoying, and I end up trying desperately not to click on any techs I have created, and trying to remember to remove excess pre-reqs any time I do.

Laucian
Jan 14, 2008, 01:08 AM
Ok people... I'm sorry to keep everyone waiting so long, but I'm in my final year at high school and i'm just so terribly busy with school I can't find time to finish this version (mostly fixing bugs). So it might take some more time... This week for instance is already completely filled, mostly with school stuff. And many more weeks to come also are... I'm really sorry, but I can't do very much about it.

Laucian
Feb 10, 2008, 10:55 AM
I've already found some bugs since the release: the tech tree is not working, as are some very small specific things (mainly concerning having the maximum nuber of techs). I'll post a revision within a few days.

Also, I finally got importing! I'm working on it. A beta of it will be included with the revision.

ww2commander
Feb 11, 2008, 03:40 AM
Excellent...great news :goodjob:

Cant wait to try it out. Going crazy waiting for someone to offer a tech tree editor that works with the latest BTS. :(

RogueThunder
Feb 12, 2008, 11:33 PM
Well. This tool sounds awesome, and from its older version must be awesome.... But since you updated to .net 3.5... I can't use it.


Was it really necessary to update it to being .net 3.5? Those of us that don't have XP or VISTA can't go past .net 2.0, it's simply not available... Any chance we could get a back-port? ; . ;

Admittedly this only effects those of us with Windows 2k. Cus' M$ is a bunch of... Well I best not say that here. But it is kinda sad.

Laucian
Feb 13, 2008, 07:27 AM
I converted it back to .NET 2.0, and found out that a lot of functions were much easier to use. Import is almost finished, just terrain trades, domain moves and flavors have to be done now. Next update will be version 1.0. Also, I found a terrible bug causing the program not to remember changing prereqs, terrain trades and domain moves... don't know how that bug could have slipped through the debugging process, but I fixed it now anyway.

ww2commander
Feb 15, 2008, 03:32 AM
Im all gitty gitty with excitement :drool:

snipperrabbit!!
Feb 18, 2008, 12:51 PM
And five days later, how is TCP going ?

Laucian
Feb 18, 2008, 01:48 PM
The update's here. Version 1.0. A long time ago I promised myself the first version with importing would be named like that. And here it is.

RogueThunder
Feb 18, 2008, 09:53 PM
Wow. Its rather shiny. Although the settings config is a little confusing.

Just wow. This tool is everything I need to tear apart a tech tree. Rebuild it. And well. Turn it into what I want. Thanks alot. I imagine theres a few bugs... But I should be putting it through its paces over the next week or so. So well see.

ww2commander
Feb 19, 2008, 02:49 AM
Big thank you for the update. Finally we have a BTS tech editor :goodjob:

snipperrabbit!!
Feb 19, 2008, 01:52 PM
This tool is great, Laucian ! Thanks a lot. :goodjob:

I just wonder how it works if I specify an additional commerce slider.

Laucian
Feb 19, 2008, 02:00 PM
You can just put the value to 5 in options, and then there'll appear five checkboxes in the commerce slider list. It doesn't work with names, so you won't have to input any.

Question
Mar 20, 2008, 04:34 AM
Im confused, where is the xml file for BTS that i should be importing? I just want to try doing some simple changes to some existing techs.

Laucian
Mar 25, 2008, 07:04 AM
The XML file is (or should be) in the folder: C:/Program Files/Firaxis Games/Sid Meier's Civilization 4/Beyond the Sword/Assets/XML/Technologies/
It's called Civ4TechInfos.xml. But the program should automatically find that directory... Maybe you've installed your Civ game differently. In that case, you can use search to find the file.

Vehem
Mar 26, 2008, 06:29 PM
Thanks - Very handy program :)

Quick bug report - I think the "Defensive Pact" check box is reading from the "Open Borders" boolean (assuming it's a cut-and-paste bug) and the same issue translates into importing/exporting (whichever Tech has "Enables Open Borders" set also gets "Enables Defensive Pact")

joe_44850
Mar 30, 2008, 05:49 AM
Uhm...how do I save changes? It doesn't seem to save any of the alterations I make, there is no "Save" button, and the "Export" button causes the thing to freeze after the progress bar gets to about 20%. Seems like it would be a really handy utility, if I could only save my changes. THanks, Joe

Vehem
Mar 31, 2008, 07:54 PM
Uhm...how do I save changes? It doesn't seem to save any of the alterations I make, there is no "Save" button, and the "Export" button causes the thing to freeze after the progress bar gets to about 20%. Seems like it would be a really handy utility, if I could only save my changes. THanks, Joe

Export is the right way to go though I've not experienced any freezes. Vista by any chance?

joe_44850
Apr 01, 2008, 06:19 AM
No, XP. When I hover over the button itself it says something to the effect of "Not usable yet, functionality coming". I'm pretty sure I have the latest version, and I have .NET installed. Any ideas? (I hate it when I see others posting 'errors' that may not actually be problems with the program but problems with the user, that may be the case here :) I'm just not sure what to do next )

Vehem
Apr 01, 2008, 07:18 AM
No, XP. When I hover over the button itself it says something to the effect of "Not usable yet, functionality coming". I'm pretty sure I have the latest version, and I have .NET installed. Any ideas? (I hate it when I see others posting 'errors' that may not actually be problems with the program but problems with the user, that may be the case here :) I'm just not sure what to do next )

Hmm - when you press that button there is supposed to be a new window with all the XML code in and an option to copy it to the clip board. Then you just paste it into your TechInfos file (in theory).