View Full Version : Tech Tree Editor
TheLopez Nov 21, 2006, 11:38 AM Tech Tree Editor
By: TheLopez
Last Update: 11/22/06
Version: v0.6.1w
Patch Compatibility: Warlords v2.0.8.0
MP Compatible: ?
Download Mod v0.6.1w (http://forums.civfanatics.com/downloads.php?do=file&id=3669&act=down)
Version: v0.6.1
Patch Compatibility: v1.61
MP Compatible: ?
Download Mod v0.6.1 (http://forums.civfanatics.com/downloads.php?do=file&id=3668&act=down)
Description:
Civ4 is touted as one of the most modable games out there today. Though, at
minimum to mod Civ4 you need to know how to edit XML files at the worst you
need to know how to edit C++ and compile the SDK files. Unfortunately the game
was shipped without an editor, this mod is the first part of an in-game editor
that will change this.
-----Usage Instructions-----
See post 2-4 for usage information.
-----Version Information-----
-----v0.6.x------
- Removed the apply button since it is no longer needed and since using it
would take a long time to respond.
- Added a close button in place of the apply button that hides the tech tree
editor window.
- Fixed the images for the prereq "OR" techs so they will show up like the
images for the prereq "AND" techs in the tech editor.
- Fixed the issue where a new tech with the name of a deleted tech could not
be added.
- Added the missing code to write out unit infos when a prereq tech for a
unit is deleted
-----v0.5------
- Fixed the code that displays the AND prereq tech images. They were being
"grayed out" when a new tech was added.
- Added the ability to remove techs from the game through the tech tree editor.
When a tech is removed through the tech tree editor all of the XML files
affected will now also be written out.
-----v0.4------
- Fixed the CvTechChooser screen so updates made to techs through the tech tree
editor are reflected immediately. Reported by Aussie_Lurker.
- Updated the arrow drawing code to use predictable names instead of the
getNextWidgetName method.
- Fixed the arrow drawing code to allow the redrawing of arrows when a tech is
moved.
- Added the SDK code necessary to dynamically add techs into the game. Updated
Tech Tree Editor screen to allow adding of techs dynamically.
-----v0.3------
- Added the tech image to the tech name bar in the tech editor as a button to
allow changing of the tech image. As long as the new path to the image is
within the assets directory or is a full path the tech editor will be able to
understand how to load the picture.
- Added the code to copy new tech images to the edited file directory.
- Fixed the issue where the "Technology Advisor" was not being updated after a
change to one or more techs was made in the "Tech Tree Editor". Reported by
Aussie_Lurker.
- Fixed the issue where "OR" tech prereq images were being greyed out when a
value in the "tech editor screen" was changed.
- Added a popup informing players when files are saved or not saved. Requested
by Jeckel.
-----v0.2------
- Integrated Dr Elmer Jiggle's event manager and INI parsing code.
- Added the configurable option allowing mod makers to change the location
where the resulting CIV4TechInfos.xml file will be saved. So if the default
value is left to "Test" then the CIV4TechInfos.xml file would be written in a
directory called "Test" inside of the Tech Tree Editor mod folder.
- Added the configurable option allowing mod makers to indicate if the assets
directory structure shouldn't be created at the directory specified by the
"Save Directory Location".
- Rewrote the entire tech editor since the tech editor pane caused the whole
editor to load up very slowly. As part of the rewrite most of the individual
components have been moved into a table.
- Add code to create the correct directory structure in the configured
directory. Also added the code to write out the technology info XML file.
-----v0.1------
- Setup the Tech Tree Editor infrastructure
- Updated the CvTechInfo class with "set" methods for all of the appropriate
variables that can be set in the CIV4TechInfos.xml. Exposed all of the new
"set" and several other "get" methods to the Python layer.
- Added an "edited" property to the CvInfoBase class to denote the different
info objects that have been edited.
- Added the isValidTechPrereq method to the CvTechInfo class that returns true
if a tech can be a prereq tech for a tech, false otherwise.
-----===Credits & Thanks===-----
- Exavier
[TAB]Composite Mod - readme.txt format
- Dr Elmer Jiggle
[TAB]For providing the INI file parser code allowing for players to
[TAB]customize this mod without having to touch the python code!!!
- Testers
[TAB]Jeckel, Aussie_Lurker, GraveEatr and Shqype
TheLopez Nov 21, 2006, 11:39 AM Chapters:
1 - Limitations and known issues
2 - The Basics
3 - Adding New Techs
4 - Editing Existing Techs
5 - Saving Techs
6 - Deleting Techs
7 - Editing Techs from existing mods
Chapter 1: Limitations and known issues
The released downloadable Tech Tree Editor only allows updating of the standard
values for Warlords or vanilla Civ4. If you want it to edit a custom tag
developed by a modder you will need to merge that mod with the Tech Tree Editor.
To do this you will need to merge the SDK and python files from the other mod
with the Tech Tree Editor SDK and python files.
Only technologies can be edited through the Tech Tree Editor mod. Techs can not
be added as prereq techs for buildings, units, etc. with this mod. This
functionality will be available in the Civilizeditor (Yes, the Tech Tree Editor
will be included in the Civilizeditor, no I don't know when it will be ready
:D).
There is only one known issue at this time. The issue is when you move a tech
around some times a horizontal line segment will not be removed. It doesn't
prevent the editor from working correctly but it is still a graphical issue
needing to be fixed.
Chapter 2: The Basics
Use the Tech Tree Editor you need to start a new game. Once the
game is started press the key combination ALT-F6 to bring up the Tech Tree
Editor screen as shown in figure 1.
http://forums.civfanatics.com/uploads/80592/Tech_Tree_Editor_Screen_-_Marked_up.jpg
A: The pos: (1,1) indicates the position of the technology in the tech tree.
B: The "Save" button, use this to write out all of the affected files to disk.
C: The "Add New Tech" button, use this to add new techs to the game.
D: Click on a technology to bring up the tech editor window.
E: Technology image button. Click on the image used to represent the technology
in the tech editor to change it.
F: Technology name. Click on the name of the technology in the tech editor to
change it.
G: Minimize/Maximize buttons. Click on the minimize button to shrink the tech
editor to minimize the tech editor so it displays only the tech image, name,
maximize and delete buttons. The minimize (-) button is replaced with the
maximize (+) button when pressed.
H: Delete technology button. Click on the delete button to delete the
technology from the game. The technology is completely removed from the game
this includes instances where the technology is a prereq for game objects
like buildings, units, etc.
I: Close tech editor window. Click on the close button to close the tech
editor.
J: The exit button. Click it to exit out of the Tech Editor screen.
Figure 2 shows all of the values that can be set through the tech editor.
http://forums.civfanatics.com/uploads/80592/Tech_Tree_Editor_Whole.jpg
TheLopez Nov 21, 2006, 12:10 PM Chapter 3: Adding new Techs
There are several steps to adding new techs via the tech editor.
1) Click on the "Add New Tech" button in the lower left-hand side of the tech
editor screen (the button is circled in red in figure 3) to bring up the "Add
New Tech" popup dialog as show in figure 4. In this case "Ceremonial Buriel"
as been entered into the dialog. (Yes, buriel is mis-spelled intentionally).
http://forums.civfanatics.com/uploads/80592/Add_New_Tech_1.jpg
(figure 3)
http://forums.civfanatics.com/uploads/80592/Add_New_Tech_2.jpg
(figure 4)
2) After entering the name of the new tech press the "OK" button in the "Add
New Tech" popup dialog the new tech with the name entered will be added to the
tech tree in the (1,1) position. Additionally the new technology is
automatically selected. See figure 5.
http://forums.civfanatics.com/uploads/80592/Add_New_Tech_3.jpg
(figure 5)
3) Hovering over the name shows the associated tooltip, shown in figure 6. To
change the name of the technology (and to fix the mispelling from earlier)
click on the name of the technology in the tech editor window. See figure 7.
http://forums.civfanatics.com/uploads/80592/Add_New_Tech_4.jpg
(figure 6)
http://forums.civfanatics.com/uploads/80592/Add_New_Tech_5.jpg
(figure 7)
4) Hovering over the tech image shows the associated tooltip, shown in figure
8. To change the image for the technology click on the image for the technology
in the tech editor window. By default technologies added through the tech tree
editor will have the "replace me" image. See figure 9.
http://forums.civfanatics.com/uploads/80592/Add_New_Tech_6.jpg
(figure 8)
http://forums.civfanatics.com/uploads/80592/Add_New_Tech_7.jpg
(figure 9)
For the purpose of example the wrong name for the new technology is entered.
See figure 10. A ugly pink box is displayed when an invalid path is set for a
technology image. See figure 11. An invalid path can be a result of mistyping
in the name of the file or providing a path that the editor cannot reach. To
make things easier all artwork should be put inside of the tech tree editor's
assets/art folder. Any new artwork will automatically be copied into the
correct location when the save button is used.
http://forums.civfanatics.com/uploads/80592/Add_New_Tech_8.jpg
(figure 10)
http://forums.civfanatics.com/uploads/80592/Add_New_Tech_9.jpg
(figure 11)
When the correct path to an image for a tech is used, see figure 12, the tech
image is automatically displayed, see figure 13.
http://forums.civfanatics.com/uploads/80592/Add_New_Tech_10.jpg
(figure 12)
http://forums.civfanatics.com/uploads/80592/Add_New_Tech_11.jpg
(figure 13)
Next, the new technology should be moved to where it should be in the tech
tree. As previously stated, new technologies are placed in the (1,1) position
by default. See figure 14 (the position has been circled in red in both the
tech tree and editor).
http://forums.civfanatics.com/uploads/80592/Add_New_Tech_12.jpg
(figure 14)
To change the location of a technology you will need to select a tech and
press the up, down, left or right arrows in the tech editor. In this example
the newly added technology is moved to the (1,9) position. See figure 15.
http://forums.civfanatics.com/uploads/80592/Add_New_Tech_13.jpg
(figure 15)
The last part in adding a new technology is changing its values. We won't go
into the details of all the different values that can be changed. The following
chapter will go through the process of editing an existing tech including
adding new "OR" and "AND" tech prereqs.
TheLopez Nov 21, 2006, 12:13 PM Chapter 4: Edit Existing Tech
This chapter assumes that the tech added in chapter 3 is in the (1,9) position
in the tech tree.
In this chapter, the tech added in chapter 3 will be added as a "OR" and "AND"
prereq tech to existing techs. In the tech tree "OR" tech prereqs are shown as
lines from one tech to another tech and "AND" tech prereqs are shown as icons
in the upper-right hand corner of techs in the tech tree. (I know that this
last bit might be obvious to some but to others I might not be.)
1) Select the tech to add a tech as an "OR" prereq and scroll down in the tech
editor to the "Or Prereq Tech" section. Next click on the "Add Or Prereq Tech"
drop down list to select the tech that should be added as a "OR" prereq. See
figure 16.
http://forums.civfanatics.com/uploads/80592/Add_New_Tech_14.jpg
(figure 16)
NOTE: The contents for both the "OR" and "AND" prereq tech drop down lists is
constrained by several factors. These are used to prevent recursive prereq tech
associations that cause the game to crash.
2) To add the selected tech as a "OR" prereq click on the "Add" button next to
the "Add Or Prereq Tech" drop down list. When this is done the tech editor is
updated to include the new tech as a "OR" tech prereq for the selected tech and
a line is drawn from the "OR" prereq tech to the selected tech in the tech
tree. See figure 17.
http://forums.civfanatics.com/uploads/80592/Add_New_Tech_15.jpg
(figure 17)
NOTE: By default only 4 "OR" and "AND" prereq techs can be added to any one
tech. To change this the NUM_OR_TECH_PREREQS and NUM_AND_TECH_PREREQS entries
in the GlobalDefines.xml must be changed by editing the GlobalDefinesAlt.xml
file and changing their values there to the desired value.
3) Select the tech to add a tech as an "AND" prereq and scroll down in the tech
editor to the "And Prereq Tech" section. Next click on the "Add And Prereq
Tech" drop down list to select the tech that should be added as a "AND" prereq.
See figure 18.
http://forums.civfanatics.com/uploads/80592/Add_New_Tech_16.jpg
(figure 18)
4) To add the selected tech as an "AND" prereq click on the "Add" button next
to the "Add And Prereq Tech" drop down list. When this is done the tech editor
is updated to include the new tech as a "AND" tech prereq for the selected tech
and the icon for the new "AND" tech is displayed in the upper-right hand corner
of the selected tech. See figure 19.
http://forums.civfanatics.com/uploads/80592/Add_New_Tech_17.jpg
(figure 19)
Chapter 5: Saving Changes
This chapter assumes that the changes to the tech tree in chapters 3 and 4 have
been made.
Click on the "Save" button to save all changes made to the tech tree. The saved
XML file(s) will be placed in the directory with the name specified in the
"Save Directory Location" option found in the "Tech Tree Editor Config.ini"
file. If the "Create Asset Hierarchy" option in the
"Tech Tree Editor Config.ini" file is set to true then the complete asset
directory structure will be created as well.
XML files will be written out if their underlying objects (units, buildings,
etc.) have been affected by the changes made in the tech tree editor.
Chapter 6: Deleting Technologies
This chapter assumes that the changes to the tech tree in chapters 3 and 4 have
been made.
1) Select the tech to be deleted by clicking on it in the tech tree. Hovering
over the delete button (found in the upper-right hand corner of the tech
editor) for the tech shows the associated tooltip, see figure 20.
http://forums.civfanatics.com/uploads/80592/Add_New_Tech_18.jpg
(figure 20)
2) Press the delete button in the tech editor to delete the tech from the tech
tree. The tech is then removed from the tech tree and in the case shown in
figure 21. The areas circled in red show the parts of the tech tree affected by
the deletion of the tech.
http://forums.civfanatics.com/uploads/80592/Add_New_Tech_19.jpg
(figure 21)
Chapter 7: Editing Techs from existing mods
To edit the techs from an existing mod merge that mod's XML director and art
directories with the XML and art directories for the tech tree editor. The only
XML file changed by the tech tree editor mod is the CIV4ControlInfos.xml file.
The only files included in the art directory are: checked.dds, unchecked.dds
and ReplaceMe.dds.
The best way to edit the tech tree in an existing mod using the Tech Tree Editor is:
0) Make a backup of your mod.
1) Copy, not move, all of your XML files into the XML directory of the tech tree editor
2) Make the changes to the tech tree through the Tech Tree Editor
3) Save the tech tree
4) Copy all of the files from the save directory (by default it is set to Test) back into your mods asset directory. This step is very important since:
- Image files that you might have used in the tech tree will have been copied into the save directory
- A CIV4GameTextInfos_*.xml file (* is replaced by the save directory name) is generated that includes all of the names of the techs you used
- Modified versions of files like the CIV4UnitInfos.xml, CIV4BuildingInfos.xml, etc. are written out in the case that you remove techs that were prereq techs for buildings, units, etc.
Ephemeris Nov 21, 2006, 12:50 PM Given that I was looking only yesterday at starting (simple) modding, and couldn't for the life of me get my head around how to amend the tech tree, this has arrived right on time!
Nice one - I guess I'll be downloading this now then...:D
Teg_Navanis Nov 21, 2006, 01:05 PM Phew, this looks awesome! I didn't think that it was possible to create an ingame editor through modding - simply amazing :D
GarretSidzaka Nov 21, 2006, 01:22 PM i want to help beta test the civilizeditor!
Roland Johansen Nov 21, 2006, 01:30 PM Just saw the announcement of this editor on the main civfanatics page. It looks like great work and will make editing civ4 a lot more accessible to the starting modder.
NikNaks Nov 21, 2006, 01:54 PM :bowdown: Thank-you!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Lithgon Nov 21, 2006, 02:07 PM You are a god. :king:
Dom Pedro II Nov 21, 2006, 02:27 PM This is fantastic work, TheLopez. Your efforts will ensure that civ fans who have been somewhat timid to approach modding for Civ4 due to the lack of a good editor interface, will now take up the charge.
Furthermore, I hope CivFanatics promotes this package as a staple component for all new modders.
snafusmith Nov 21, 2006, 02:35 PM I wouldn't go so far to say you're God, but He's certainly jealous of you!
strategyonly Nov 21, 2006, 02:40 PM OK i started my MOD, i pressed ALTF6, i get nothing?
Aranor Nov 21, 2006, 02:40 PM God?? maybe. Legend?? Deffinately!!!:king:
This will make life extremely easy for the casual modder such as myself:goodjob: Thanks!
Dale Nov 21, 2006, 03:02 PM OK i started my MOD, i pressed ALTF6, i get nothing?
Check if you have "chipotle" in your Civ ini file as the cheat code. I'm pretty sure it has to be there to enable ALT-*** commands.
Dale Nov 21, 2006, 03:05 PM TL:
This is fantastic work! But I have a question. Is there any way to lock the editor out so people can't cheat with it? Similar to a host locking a save file stops the worldbuilder from functioning. If not, then that throws the validity of all GOTM/WOTM or any MP game out the window (though an MP game would just OOS). Just a concern. :)
Otherwise, keep up the great work! :) Hope the little one's doing well.
Dale
TheLopez Nov 21, 2006, 03:28 PM FYI, expect an update in about 6 hours, I just noticed that there is some code missing for Unit Infos.
strategyonly Nov 21, 2006, 03:38 PM Nope still nothing: heres what i had there:
; Move along
CheatCode = chipotle
do i have to place the tech file in a special location or something?
I have it in the Warlords MOD area.
TheLopez Nov 21, 2006, 05:37 PM strategyonly - Are you actually starting a game and then pressing ALT-F6?
Dale - The editor should be used more as a stand-along app than a mod...
strategyonly Nov 21, 2006, 06:18 PM strategyonly - Are you actually starting a game and then pressing ALT-F6?
Dale - The editor should be used more as a stand-along app than a mod...
Yeppers, i have the game completely started, the f6 works, but not the ALTF6?
Sebiche Nov 21, 2006, 06:27 PM yeah i start with alt-f6 and get nothing too
(also the screen is missing everything except the world, as in no commands are visible)
*i use mac*
http://i133.photobucket.com/albums/q58/civsebiche/Picture7.png
TheLopez Nov 21, 2006, 07:15 PM yeah i start with alt-f6 and get nothing too
(also the screen is missing everything except the world, as in no commands are visible)
*i use mac*
http://i133.photobucket.com/albums/q58/civsebiche/Picture7.png
Sebiche, the tech tree editor is only for the windows release version... you will need to recompile the provided C++ into the mac equivalent of a windows DLL.
Watiggi Nov 21, 2006, 07:21 PM This is awesome TheLopez! :goodjob:
Where can I get information on what your plans are for the Civilizeditor? (iow, what do you intend on tackling, what aren't you going to tackle, etc). I personally am getting sick of having ideas and little ability :(
Sebiche Nov 21, 2006, 07:30 PM crap!
if it wasnt for the fact that this computer works so freaking well i would have thrown it away.
thanks thelopez
TheLopez Nov 21, 2006, 08:09 PM This is awesome TheLopez! :goodjob:
Where can I get information on what your plans are for the Civilizeditor? (iow, what do you intend on tackling, what aren't you going to tackle, etc). I personally am getting sick of having ideas and little ability :(
Watiggi,
Here is what I have planned for the Civilizeditor... basically I am going to attempt to make UI interfaces for ALL of the XML files in the game.
Here is the current version breakdown:
v0.1:
- CIV4TechInfos.XML
- CIV4UnitInfos.XML
- CIV4UnitClassInfos.XML
- CIV4SpecialUnitInfos.XML
- CIV4FormationInfos.XML
- CIV4PromotionInfos.xml
- CIV4ArtDefines_Unit.xml
v0.2:
- CIV4ArtDefines_Building.xml
- CIV4BuildingInfos.xml
- CIV4BuildingClassInfos.xml
- CIV4SpecialBuildingInfos
v0.3:
- CIV4ArtDefines_Bonus.xml
- CIV4ArtDefines_Improvement.xml
- CIV4BonusClassInfos.xml
- CIV4BonusInfos.xml
- CIV4ImprovementInfos.xml
- CIV4YieldInfos.xml
50caliber Nov 21, 2006, 08:18 PM AWESOME! How can I play this with 24 or more civs?
I_batman Nov 21, 2006, 08:37 PM Watiggi,
Here is what I have planned for the Civilizeditor... basically I am going to attempt to make UI interfaces for ALL of the XML files in the game.
Here is the current version breakdown:
v0.1:
- CIV4TechInfos.XML
- CIV4UnitInfos.XML
- CIV4UnitClassInfos.XML
- CIV4SpecialUnitInfos.XML
- CIV4FormationInfos.XML
- CIV4PromotionInfos.xml
- CIV4ArtDefines_Unit.xml
v0.2:
- CIV4ArtDefines_Building.xml
- CIV4BuildingInfos.xml
- CIV4BuildingClassInfos.xml
- CIV4SpecialBuildingInfos
v0.3:
- CIV4ArtDefines_Bonus.xml
- CIV4ArtDefines_Improvement.xml
- CIV4BonusClassInfos.xml
- CIV4BonusInfos.xml
- CIV4ImprovementInfos.xml
- CIV4YieldInfos.xml
Awesome, truly an awesome undertaking. Are you planning on having them set up as standlone editors, or one tabbed editor a la Civ III?
I am really curious how you plan on setting up a wonder/improvement to auto-produce units. For me, that would be the toughest part, since I believe that would mean your editor would in turn be altering base C++ or Python code, not XML files.
BTW, this thing looks gorgeous.
Redking Nov 21, 2006, 10:02 PM TheLopez,
You are very generous to share your work, talent, skill, and time with us.
Thanks.
Out of curiosity, where do terrain definitions live? Would they ever be easily augmented?
asioasioasio Nov 22, 2006, 01:05 AM You should have written in current user title - Godlike :bowdown:
Very good job with the editor - you make the things the firaxis should make in vanilla .... When the Civilization editor will be ready i hope there will be more cool mods soon :D
Watiggi Nov 22, 2006, 05:18 AM In conjunction with this editor, there needs to be a mod that gives hundreds of new XML tags to traits, units, buildings, etc so that there is a whole level of ability to mod just by using XML. Having that and this editor capable of using it would put modding onto a whole new level. Nice work TheLopez :)
Aussie_Lurker Nov 22, 2006, 05:25 AM Having followed the development of this mod from its early days, I can say that it was almost perfect from its first release. Since then, it has simply gotten better-with lots of cool bells and whistles thrown in ;). Truly this modcomp proves what a genius TheLopez is, and I am honoured to have been asked to test this mod for him :).
Aussie_Lurker.
Arlborn Nov 22, 2006, 05:52 AM Men, I cant wait for this CIVEDITOR of you! Saw in the main page, and man, i you can finish before the next Expension, they should put it there!!
Great work, keep going really!
asioasioasio Nov 22, 2006, 06:03 AM yep i agree - it's a must have in next expansion - and they should give you a bag of money for that - it's worth that much
strategyonly Nov 22, 2006, 06:05 AM Maybe i put it in the wrong place, lets start in the beginning, i open the zip file and_______?????
TheLopez Nov 22, 2006, 07:49 AM First of all, I have posted new versions that include the missing code and a couple of bug fixes.
Maybe i put it in the wrong place, lets start in the beginning, i open the zip file and_______????? Which version are you using? Warlords or Vanilla?
yep i agree - it's a must have in next expansion - and they should give you a bag of money for that - it's worth that much Thanks, I might be biased but I agree.
In conjunction with this editor, there needs to be a mod that gives hundreds of new XML tags to traits, units, buildings, etc so that there is a whole level of ability to mod just by using XML. Having that and this editor capable of using it would put modding onto a whole new level. Nice work TheLopez :) Watiggi, I am planning on putting out a special version of the Civilizeditor that includes as many of the new custom tags that have been released here at CFC.
Awesome, truly an awesome undertaking. Are you planning on having them set up as standlone editors, or one tabbed editor a la Civ III?
I am really curious how you plan on setting up a wonder/improvement to auto-produce units. For me, that would be the toughest part, since I believe that would mean your editor would in turn be altering base C++ or Python code, not XML files.
BTW, this thing looks gorgeous. Well they are going to be integrated into one editor, it wouldn't make sense otherwise. This way you can go and define a tech, define a unit, add the new tech as a prereq tech for the new unit, etc, etc, etc. What do you mean by "setting up a wonder/improvement to auto-produce units"?
AWESOME! How can I play this with 24 or more civs?50caliber, this is not a mod per se, it is a utility to help make mods, so again, why would you want to play this with 24 or more civs?
nimcha Nov 22, 2006, 10:15 AM Random thought -- you know what would be really cool? Once you finish with the full Civilizeditor, we could append the whole tech tree from Alpha Centauri onto the end of the Civ 4 tree. Add another 300 turns to the game, and you're off and running!
50caliber Nov 22, 2006, 10:18 AM thelopez, Im not a modder, but Ive wanted to play warlords for a long time, with the ability to have the techs stop at whatever time period I choose. Your tech tree editor has enabled me to do that. I would like to be able to play this with, for example, civ gold, or rhye's 24 map for warlords, hence the need for 24 or more civs. Thanks for the editor, it makes warlords 100,000 more fun.
ms2050 Nov 22, 2006, 10:40 AM Thank You for this. Now it will be easier for me to mod.:thanx: :thanx: :thanx: :thanx: :thanx:
I_batman Nov 22, 2006, 10:50 AM Well they are going to be integrated into one editor, it wouldn't make sense otherwise. This way you can go and define a tech, define a unit, add the new tech as a prereq tech for the new unit, etc, etc, etc. What do you mean by "setting up a wonder/improvement to auto-produce units"?
In Civ III, the editor (in Improvements and Wonders Tab) would allow a wonder to auto-produce units (lower right corner of the window, and you could select the type of unit and frequency it was produced).
Certain of the scenarios that came with vanilla Civ IV had python script that had units being autoproduced, so it was hardcoded into the scenario, not something that could be altered in separate XML files.
I curious how you plan on getting your editor to alter existing python or C++ code. One can edit the XML files and add flags to describe this functionality in a wonder/improvement, but how do you get the base code of the game engine to check for those flags?
I used to build a form of editor in Perl that would alter text files and other Perl scripts, but nothing as sophisticated as what I am talking about for Civ IV.
Then again, you are 100 times the coder I am, so I am sure you will figure it out, or have already figured it out.
And now is the time to celebrate the first part of your editor, and let you do your thing with the rest of the editor in peace and quiet. And this thread is about the tech editor, and I am getting way O/T.
Great job!
ms2050 Nov 22, 2006, 10:50 AM I'm looking forward to the Civilizeditor as well, TheLopez.
TheLopez Nov 22, 2006, 10:58 AM In Civ III, the editor (in Improvements and Wonders Tab) would allow a wonder to auto-produce units (lower right corner of the window, and you could select the type of unit and frequency it was produced).
Certain of the scenarios that came with vanilla Civ IV had python script that had units being autoproduced, so it was hardcoded into the scenario, not something that could be altered in separate XML files.
I curious how you plan on getting your editor to alter existing python or C++ code. One can edit the XML files and add flags to describe this functionality in a wonder/improvement, but how do you get the base code of the game engine to check for those flags?
I used to build a form of editor in Perl that would alter text files and other Perl scripts, but nothing as sophisticated as what I am talking about for Civ IV.
Then again, you are 100 times the coder I am, so I am sure you will figure it out, or have already figured it out.
And now is the time to celebrate the first part of your editor, and let you do your thing with the rest of the editor in peace and quiet. And this thread is about the tech editor, and I am getting way O/T.
Great job!
Ah, ok, I see what you are getting at. Well, the stock versions of the Tech Tree Editor and Civilizeditor only handle the standard tags included in the game.
I_batman Nov 22, 2006, 11:03 AM Ah, ok, I see what you are getting at. Well, the stock versions of the Tech Tree Editor and Civilizeditor only handle the standard tags included in the game.
Understood. That will be a zillion times better than anything we have today.
Well, I along with about 100,000 other people, are eagerly awaiting the completed project.
strategyonly Nov 22, 2006, 11:06 AM I only use Warlords versions, no more vanilla for me.
TheLopez Nov 22, 2006, 11:16 AM I only use Warlords versions, no more vanilla for me.
Which version of Warlords are you playing? v2.0.0.0 or v2.0.8.0?
PSYX Nov 22, 2006, 12:03 PM http://forums.civfanatics.com/uploads/82287/russification_files.rar - It is russification files by me for your program...
I used the program for Warlords 2.08... And after my russification, I have this bag: http://forums.civfanatics.com/uploads/82287/Snap1.rar
Can you help me to fix it please?
TheLopez Nov 22, 2006, 01:35 PM http://forums.civfanatics.com/uploads/82287/russification_files.rar - It is russification files by me for your program...
I used the program for Warlords 2.08... And after my russification, I have this bag: http://forums.civfanatics.com/uploads/82287/Snap1.rar
Can you help me to fix it please?
Sure, it's pretty easy, remove the CIV4TechInfos.xml file from your assets directory.
strategyonly Nov 22, 2006, 01:36 PM Only most current everything for me.
TheLopez Nov 22, 2006, 01:37 PM Only most current everything for me.
So you are using Warlords v2.0.8.0?
I just tested that version and it works for me. Where did you drop the tech editor files?
strategyonly Nov 22, 2006, 01:47 PM So you are using Warlords v2.0.8.0?
I just tested that version and it works for me. Where did you drop the tech editor files?
i opened the zip, put the files in the Warlords/Mod area, thats it.
TheLopez Nov 22, 2006, 02:21 PM Ok, I tested it again by removing the cheat code and it still works fine for me. Did you actually load up the mod?
strategyonly Nov 22, 2006, 02:24 PM Ok, I tested it again by removing the cheat code and it still works fine for me. Did you actually load up the mod?
what do you mean "load up"? all i did what just above, i just placed it in the MOD file area, thats it?
EDIT: OK i loaded it, but i want it to change my tech in my MOD not the regular tech tree, and this time it did load)ie when i load just YOUR tech tree MOD it works, but thats it.
EDITEDIT: OK heres exactly what i do: I load my MOD, then my scenario to play, its starts, i press altf6, nothing?
TheLopez Nov 22, 2006, 03:02 PM Well that's the problem, you need to have the tech tree editor loaded up if you want to use it. Otherwise you will need to merge both your mod and the tech tree editor to use both of them at once.
strategyonly Nov 22, 2006, 03:05 PM Well that's the problem, you need to have the tech tree editor loaded up if you want to use it. Otherwise you will need to merge both your mod and the tech tree editor to use both of them at once.
ok, i dont know anything about how to merge, sorry?? How to do, thx?
TheLopez Nov 22, 2006, 03:54 PM ok, i dont know anything about how to merge, sorry?? How to do, thx?
You take two files and merge them together... so for instance if you have a CIV4ControlInfos.xml file in your mod you would have to merge with the CIVControlInfos.xml file in the tech tree editor to come up with a merged CIV4ControlInfos.xml file that contains the changes from both files.
EDIT: No offense here but if you (not just you strategyonly) but the you in general don't know how to merge files then maybe modding might be a bit advanced for you...
strategyonly Nov 22, 2006, 04:53 PM You take two files and merge them together... so for instance if you have a CIV4ControlInfos.xml file in your mod you would have to merge with the CIVControlInfos.xml file in the tech tree editor to come up with a merged CIV4ControlInfos.xml file that contains the changes from both files.
EDIT: No offense here but if you (not just you strategyonly) but the you in general don't know how to merge files then maybe modding might be a bit advanced for you...
ok i merged my controlinfo with yours, i put the info one in my mod, i loaded my MOD, started it pressed ALTF6,nothing?
TheLopez Nov 22, 2006, 05:09 PM ok i merged my controlinfo with yours, i put the info one in my mod, i loaded my MOD, started it pressed ALTF6,nothing?
strategyonly, the CIV4ControlInfos.xml file was only an example. You need to merge ALL of the files including merging the SDK files and compiling them into a DLL.
strategyonly Nov 22, 2006, 05:24 PM strategyonly, the CIV4ControlInfos.xml file was only an example. You need to merge ALL of the files including merging the SDK files and compiling them into a DLL.
Well DAMN, i wish someone would do a "how to" on this, i put all your files in my MOD and NOW it works, PHEW, but now i have the question, if i dont want all that stuff in my MOD if i take it back out will it ruin anything, then later place it back in and make changes again, and so forth and so forth??
Do you need buttons for allthe new tech/changes you make??
It may be local knowledge to those of you that have worked with this stuff for a long time, but how is a person to learn, if theres no how to, and might i apoligize to you for all these questions!! sorry.:blush:
TheLopez Nov 22, 2006, 06:49 PM Honestly, all you need for the Tech Tree Editor is to put in the artwork for the buttons in the art directory in the assets directory and the XML in the XML directory in the assets directory.
You then make the changes to the tech tree that you want to make, save the changes and take the resulting XML files and artwork in the output directory (default is set to "test") and put them back into your mod.
strategyonly Nov 22, 2006, 07:26 PM OK i am finally understanding this, how about moving a tech from one area to another, is that ok with this editor? Do the buttons have to be there before you edit to save or can you save then put the buttons in? or is that like the chicken and the egg? LOL
Dom Pedro II Nov 22, 2006, 07:32 PM Yeah, there's really no reason to merge this into one's own mod... the only reason why you would is if you've got extra tech tags in which case the tech editor itself will have to be modified just to allow for those new tags and if somebody can mod the SDK and mod python to do that, surely they can handle the XML.
Watiggi Nov 22, 2006, 09:42 PM I curious how you plan on getting your editor to alter existing python or C++ code. One can edit the XML files and add flags to describe this functionality in a wonder/improvement, but how do you get the base code of the game engine to check for those flags?That is why I suggested a mod with lots of tags. If someone recusively made a whhoollee lot of tags that could make code accessible to XML changes, this mod could be used to make a whole heap of interesting changes without needing to go into the SDK (hopefully). Mind you, my understanding of the limitations of XML is limited in itself, so I don't know how far it can go. Just store values and conditions I guess. But you could make, say, a C++ pop function that just removes a population point. Then add another that gives hammers when a population point is removed and you'd have pop rushing. The point here is that you could then change things around and have a trait that allows you to pop a population and you get gold instead of hammers, etc. Anyway, again I don't know the limitations of XML, but I would like to see many upon many new tags for the traits, units, etc that allow things to be modified through the XML like reduced war warriness as a trait ability, etc.
Anyway, this is OT, but this editor sure opens the way for it. Thanks for replying TheLopez with regards to commenting on the special edition. Looking forward to it :)
50caliber Nov 22, 2006, 10:09 PM I was able to download it successfully, and put it in the warlords, mods folder. I loaded it and pressed alt f6, and I was able to modify the tech tree. I started from future tech, and deleted one by one, all the way back until there were nothing but ancient and classical techs left. I saved it, and it said it was saved successfully. I exited out of the screen, and before I founded a city, I went to the science screen by clicking on the icon in the top right of the screen, and all of the techs I had deleted were back...however most of the units and things that the techs provide were missing. Also, if I exit back out of the science screen and found a city on my first turn, I can build wonders like the internet and the pentagon:confused: I dont understand because alt f6 allows me to delete the techs, but once I save, exit, and re-enter, they are there again, but screwed up, please help
prext Nov 23, 2006, 01:30 AM tried both dl's
all I got was a html link
TheLopez Nov 23, 2006, 07:27 AM I was able to download it successfully, and put it in the warlords, mods folder. I loaded it and pressed alt f6, and I was able to modify the tech tree. I started from future tech, and deleted one by one, all the way back until there were nothing but ancient and classical techs left. I saved it, and it said it was saved successfully. I exited out of the screen, and before I founded a city, I went to the science screen by clicking on the icon in the top right of the screen, and all of the techs I had deleted were back...however most of the units and things that the techs provide were missing. Also, if I exit back out of the science screen and found a city on my first turn, I can build wonders like the internet and the pentagon:confused: I dont understand because alt f6 allows me to delete the techs, but once I save, exit, and re-enter, they are there again, but screwed up, please help
50caliber, the intent of this mod isn't for use during actual play. Basically it is intended for making changes to the tech tree, saving those changes and then taking the resulting XML files and using them as part of a mod. If you want to see your changes you will have to restart the game... but you bring up a good point, the tech tree in the tech chooser should reflect the changes you made and I thought I had fixed this issue already... ok I just checked it and I cannot duplicate the bug you reported.
Which version of the mod are you using and for which version of the game? Warlords v2.0.0.0? Warlords v2.0.8.0? Civ4 v1.61?
tried both dl's
all I got was a html link
Are you right-clicking on the links and choosing the "Save Target As..." option?
50caliber Nov 23, 2006, 01:00 PM Thelopez, I downloaded the top selection in your first post, v0.6.1w, and I run warlords 2.08. I tried your advice about restarting the game, but had the same results: I loaded the mod, started a new game under "play now" and used alt f6 to delete the future and modern techs. I saved it using the button in the bottom left corner, and it said it was saved successfully. I then exited out of the screen and back to the game. I hadnt done anything to the game, as far as found a city or anything like that. I saved the game as "test." I exited out to the main menu. With the mod still loaded, I started a new game under the same conditions, "play now." When the game started, there was a SAM infantry next to my settler, instead of a warrior. So, I tried to load my "test" save, where I had originally made the changes to the tech tree, and it still wouldnt work correctly. I founded a city, and was able to research the apollo program etc. In both instances; the "play now" and the "test" save, the game had been restarted, and the mod was still loaded. And also in both instances, the techs I had deleted had reappeared, but were blank as far as containing units etc... I dont understand what Im doing wrong. Im able to edit the tech tree successfully, but once I save and exit out of the alt f6 screen, it doesnt work correctly. Please help
NeverMind Nov 23, 2006, 02:45 PM Great work, TheLopez! Thank you! :goodjob:
Have you tested TTE in other languages? I got some bugs while testing it in Russian, but it seems to be a common problem for non-english languages.
Take a look:
http://nm.civfanatics.ru/pics/tte_hunt_eng.jpg
http://nm.civfanatics.ru/pics/tte_hunt_ita.jpg
http://nm.civfanatics.ru/pics/tte_hunt_rus.jpg
TheLopez Nov 23, 2006, 10:47 PM Thelopez, I downloaded the top selection in your first post, v0.6.1w, and I run warlords 2.08. I tried your advice about restarting the game, but had the same results: I loaded the mod, started a new game under "play now" and used alt f6 to delete the future and modern techs. I saved it using the button in the bottom left corner, and it said it was saved successfully. I then exited out of the screen and back to the game. I hadnt done anything to the game, as far as found a city or anything like that. I saved the game as "test." I exited out to the main menu. With the mod still loaded, I started a new game under the same conditions, "play now." When the game started, there was a SAM infantry next to my settler, instead of a warrior. So, I tried to load my "test" save, where I had originally made the changes to the tech tree, and it still wouldnt work correctly. I founded a city, and was able to research the apollo program etc. In both instances; the "play now" and the "test" save, the game had been restarted, and the mod was still loaded. And also in both instances, the techs I had deleted had reappeared, but were blank as far as containing units etc... I dont understand what Im doing wrong. Im able to edit the tech tree successfully, but once I save and exit out of the alt f6 screen, it doesnt work correctly. Please help
Can you please post the modified XML files and the saved game?
Great work, TheLopez! Thank you! :goodjob:
Have you tested TTE in other languages? I got some bugs while testing it in Russian, but it seems to be a common problem for non-english languages.
Take a look:
http://nm.civfanatics.ru/pics/tte_hunt_eng.jpg
http://nm.civfanatics.ru/pics/tte_hunt_ita.jpg
http://nm.civfanatics.ru/pics/tte_hunt_rus.jpg
Can you please turn on the debugging messages for your log files and post your log files?
Thanks.
EDIT: NeverMind, I think I figured it out... I am using characters in some of the names for the widgets that aren't translating well in other languages... oh and to answer your question no, I didn't test it out in other languages since English is my primary language.
NeverMind Nov 24, 2006, 03:13 AM Oh, I see. But is it possible to fix this issue in future versions?
Many non-english speaking civfans would be grateful to you :)
PSYX Nov 24, 2006, 04:53 AM TheLopez,
It is very important to translate your progarm to non-english languages... Can you help to fix it, please?
May be it widgets that aren't translating well in other languages, but is it possible to do those widgets active? Becouse, after translation, they invisible...
TheLopez Nov 24, 2006, 08:46 AM NeverMind - I'll see what I can do...
PSYX - The problem is that I use some of the text as the unique names for the widgets. When I do this the game doesn't like that and throws an error.
So has anyone run into this problem and if so how did you go about fixing it?
seZereth Nov 24, 2006, 10:00 AM This is amazing Lopez, i know its perhaps a bit down the road, but seeing what you`ve done t the techeditor, i am looking foreward to the "Fromations"editor. i just imagined, if you can make this xml accessable to the average modder with perhaps an interface making the position coordinates and rotations visible in a simple way, you get a whole new graphical dimension available, the fewest have triied to dig into ;) (even me abandoned that, as i was not motivated to rewrite hundreds of coordinates, having to imagine where those units are placed and where they are facing ;) ). But could be cool to see in an american civil war mod or napoleonic or medieval mod, and Ploeperpengel will get his scaled up formations for warhammer ;)
keep up the great work!!
Zebra 9 Nov 24, 2006, 05:49 PM You rule theLopez!!!!:goodjob::goodjob::goodjob::goodjob::g oodjob::goodjob::goodjob::goodjob::goodjob::goodjo b::goodjob::goodjob::goodjob::goodjob::goodjob::go odjob:
Now I can finish my MOD update before Christmas
flamingzaroc121 Nov 24, 2006, 06:29 PM this looks really cool, but where should i put it after i have downloaded it
jefmart1 Nov 25, 2006, 05:36 AM Stupid Question:
What do all of the sliders map to? IE what do they affect?
I get most of them, but a list of what they do would be nice...
Really I'm trying to figure out how you alter the amount of production you get from chopping and how thats allowed originally.
I looked at bronze working but didn't see anything that seemed to correlate...
TheLopez Nov 25, 2006, 07:35 AM jefmart1,
Honestly I thought all of the sliders were pretty self explanitory...
As for: Really I'm trying to figure out how you alter the amount of production you get from chopping and how thats allowed originally.
That isn't done through techs. It is done through the CIV4BuildInfos.xml
NikNaks Nov 25, 2006, 08:38 AM Just had a thought. One thing I would like to see is the ability to move everything along to the right. I'm thinking of adding some techs before the originals, so that would be really useful.
TheLopez Nov 25, 2006, 09:15 AM Hmmm... that's an interesting idea.
jefmart1 Nov 25, 2006, 03:13 PM jefmart1,
Honestly I thought all of the sliders were pretty self explanitory...
As for:
That isn't done through techs. It is done through the CIV4BuildInfos.xml
OK,
What is Feature Production modifier, Power Value, and Asset value. Other than that they are pretty self explanatory. Although why does the worker modifier only go to 49? Is that 49%?
PS I realize these seem stupid questions, but I'm not a programmer of any ability. I couldn't even get programs to work when I copied word for word what was in the book when I was (briefly) an Engineering major. No joke!
jefmart1 Nov 25, 2006, 03:15 PM Also,
How do you create civ specific techs? And would buildings allowed by said techs be captureable?
Watiggi Nov 26, 2006, 07:45 AM Really I'm trying to figure out how you alter the amount of production you get from chopping and how thats allowed originally.
I looked at bronze working but didn't see anything that seemed to correlate...I would've thought that the answer to that would be found in Mathematics as it has the +50% forest production yield. Is that what you were looking for?
confusedplayer Nov 28, 2006, 02:03 PM Okay, I've been trying to get this working for like an hour, but I haven't been having any luck. I unpacked the zip in to the mod folder, load it up in the game, but I can't bring up the editor. I already have the console enabled with the cheat code. I'm playing the vanilla version, latest update. I'm just getting no dice here.
TheLopez Nov 28, 2006, 10:01 PM Okay, I've been trying to get this working for like an hour, but I haven't been having any luck. I unpacked the zip in to the mod folder, load it up in the game, but I can't bring up the editor. I already have the console enabled with the cheat code. I'm playing the vanilla version, latest update. I'm just getting no dice here.
Did you actually load up the Tech Editor as a mod and start a new game?
Esoth Nov 29, 2006, 12:34 PM i didn't overlook anything b4 asking: are you releasing the CivEditor all at once or will you be releasing individual portions; such as this one?
thnx in advance
confusedplayer Nov 29, 2006, 04:37 PM Did you actually load up the Tech Editor as a mod and start a new game?
Yep, loaded it as a mod, a new game several times, several different configurations. The F6 key works on my keyboard too. Editor just won't come up.
NikNaks Nov 30, 2006, 03:46 AM You're pressing Alt-F6 as to load up the editor in game, aren't you?
confusedplayer Nov 30, 2006, 12:42 PM I've tried Alt and F6, Ctrl F6, Shift F6, and every possible combination of the above. Used Alts on both sides of the board too.
TheLopez Nov 30, 2006, 03:39 PM i didn't overlook anything b4 asking: are you releasing the CivEditor all at once or will you be releasing individual portions; such as this one?
thnx in advance
Well... my plan is release them all in one editor but to do it in phases.
I've tried Alt and F6, Ctrl F6, Shift F6, and every possible combination of the above. Used Alts on both sides of the board too.
Hmmm... are you using Civ4 or Warlords? Which version of the mod did you download?
Esoth Nov 30, 2006, 08:07 PM cool... which is the next planned phase?
TheLopez Dec 01, 2006, 06:25 AM cool... which is the next planned phase?
See post number 25.
Oh, I see. But is it possible to fix this issue in future versions?
Many non-english speaking civfans would be grateful to you :)
I am almost ready with a new version that fixes the language issue you reported... just doing a bit more testing.
Esoth Dec 01, 2006, 07:43 AM you know, i forgot that i had read that... thnx 4 the reminder
Darkgrammer Dec 01, 2006, 11:39 AM Hey I got this to work I even made my own button images (.dds) and stuff, but when I hit save it says "File Not Saved!!!", I tried going to the config file and changing the name of the "Test" and still nothing, any recommendations what I should be doing to actually save my mod? :confused:
Sorry if this is a newb question, i'm a newb. :D :blush:
TheLopez Dec 01, 2006, 06:38 PM Hey I got this to work I even made my own button images (.dds) and stuff, but when I hit save it says "File Not Saved!!!", I tried going to the config file and changing the name of the "Test" and still nothing, any recommendations what I should be doing to actually save my mod? :confused:
Sorry if this is a newb question, i'm a newb. :D :blush:
No problem, basically the error you are getting is because the game does not have write access to the correct directory. What version are you playing? Civ4 or Warlords? Which version of the Tech Tree Editor did you download? Are you playing the Mac or PC version?
nimcha Dec 01, 2006, 08:47 PM TheLopez --
This seems like a really cool idea for a mod! But I can't get it to work. I'm able to load Civ4 w/ the mod just fine, but I can't actually bring up the tech tree editor once I begin the game. (I've tried Alt+F6 w/ both Alts, Ctrl+F6, Shift+F6...) I tried to reinstall Civ4, and I still can't get it to work. I'm running the most current version.
Any ideas?
nimcha Dec 01, 2006, 09:08 PM TheLopez,
Ok, figures I'd figure it out 10 minutes after I posted this... :mischief:
I created a folder in the mods subdirectory called 'Tech Tree Editor.' Don't do this! (There was another guy in this thread with the same problem...although the cause of his may be different.) Just unzip directly into the mods directory.
:goodjob:
Aussie_Lurker Dec 01, 2006, 10:47 PM Thats wierd, mine has its own sudirectory, and its always worked perfectly ;). I know exactly what I am gonna do with it too. Move engineering back in the tech tree-before construction-the way it was in Civ2 and Civ3. I am then gonna move Meditation out to beyond Polytheism, again where it belongs IMO. This tool is a huge blessing for the bulk of the modding community, TheLopez, and we can't thank you enough :).
Aussie_Lurker.
Darkgrammer Dec 02, 2006, 03:11 AM No problem, basically the error you are getting is because the game does not have write access to the correct directory. What version are you playing? Civ4 or Warlords? Which version of the Tech Tree Editor did you download? Are you playing the Mac or PC version?
I downloaded:
Version: v0.6.1w
Patch Compatibility: Warlords v2.0.8.0
And I am using Warlords PC version Win XP:
http://thedarkchannel.com/staff_use_only/Darkgrammer/civ4w_version.PNG
Another thing I didn't install the game in the default directory it asked me when I first installed this, I have 3 external hard drives and I've installed this in one of them, I've never had problems with the game.
This is how my directory and config file look:
http://thedarkchannel.com/staff_use_only/Darkgrammer/civ4war.PNG
Also this is an awesome mod, I can't wait for the one that actually lets you edit more than happiness and a few assets. You should add it also so you can edit the quote :D
You've decrease the time span of modding for many civ 4 modders :)
Darkgrammer Dec 02, 2006, 03:39 AM Good God! (slaps self) I figure it out lol I had save the mod into the game itself and not in the Mod folder, it all works great man and thanks for this again, the Civ Community can't thank ya enough, now I can't wait to see the good version the one with all kinds of goodies. Also sometimes the bars are weird to scroll they scroll to fast and stuff have you consider adding something like a box next to the option so you can input a number.
do you have a website or consider one for this mod and other mods you make? You should.
ollj Dec 04, 2006, 08:54 AM nice and of course a little slow.
you messed upo the saving and loading procedure. it should be saved in the mods folder it is run from, saved in the place it belongs to when that mod is loaded.
And it totally lacks a load option.
Even if not used by the mod i play, i want to load ANY techtree, edit it, and save it anywere.
ollj Dec 04, 2006, 05:00 PM You really should mention
Pyton/CvModName.py
edit it (if you use techtreeeditor merged with your mod) and set 'modName = "Your Mods Name" '
or it just wont find a folder (if you do not have 'tech Tree Editor' as a mod) and deny saving.
confusedplayer Dec 04, 2006, 08:28 PM Hmmm... are you using Civ4 or Warlords? Which version of the mod did you download?[/QUOTE]
Vanilla civ4, and I THINK I got the latest one, its thread linked directly here. I'll check that though. If it isn't I'll try a redo and see what works.
TheLopez Dec 06, 2006, 08:28 AM nice and of course a little slow.
you messed upo the saving and loading procedure. How did I do that? The way I wrote the Tech Tree Editor you need to either start with a fresh tech tree or drop the tech files into the Tech Tree Editor to edit them.
it should be saved in the mods folder it is run from, saved in the place it belongs to when that mod is loaded. Why would it do that??? I didn't want to directly modify files from outside the Tech Tree Editor mod, this way if a modder messes up the tech tree their original copy is not written over.
And it totally lacks a load option. I never stated that it would have a load option plus, there really isn't a way to load the XML files dynamically from what I have seen.
Even if not used by the mod i play, i want to load ANY techtree, edit it, and save it anywere. If you want to do that then drop the XML files from the technologies folder that you want to edit into the Tech Tree Editor mod, edit the tech tree ingame and then save them.
You are more than welcome to change the functionality in the Tech Tree Editor to suit your needs.
You really should mention
Pyton/CvModName.py
edit it (if you use techtreeeditor merged with your mod) and set 'modName = "Your Mods Name" '
or it just wont find a folder (if you do not have 'tech Tree Editor' as a mod) and deny saving.
Well, this is a stand alone mod, ollj, it isn't intended to be merged with other mods.
ClassicThunder Dec 06, 2006, 03:19 PM I love it but have one sugestion. The ability to enter a value into a text box. But anyways great work! For my mod I'm reworking the whole tech tree from scratch and this has spead up my work rate!
Grave Dec 06, 2006, 08:41 PM Lopez,
This is working pretty damn good for me! I'm still amazed at how you programmed all this.
Anyway, one problem I ran into:
When I merged this mod into my current project, the custom tags in the Schema aren't showing up in the Tech Tree editor. I don't know if they're supposed to or not (can't remember what was said the last time we discussed it... and I cleaned out my Inbox).
I mean, it doesn't slow me down much... as I can just go into the XML file and do the changes that way. Just wanted to make sure there was a reason for the custom tags not showing up, if they were meant to at all?
TheLopez Dec 06, 2006, 10:01 PM I love it but have one sugestion. The ability to enter a value into a text box. But anyways great work! For my mod I'm reworking the whole tech tree from scratch and this has spead up my work rate!
I am working on that, I am assuming that you are talking about the tech cost correct? I will add the ability to edit the tech cost through a popup in the next version. Why a popup? Because I couldn't for the life of me get the edit boxes to work correctly.
Lopez,
This is working pretty damn good for me! I'm still amazed at how you programmed all this.
Anyway, one problem I ran into:
When I merged this mod into my current project, the custom tags in the Schema aren't showing up in the Tech Tree editor. I don't know if they're supposed to or not (can't remember what was said the last time we discussed it... and I cleaned out my Inbox).
I mean, it doesn't slow me down much... as I can just go into the XML file and do the changes that way. Just wanted to make sure there was a reason for the custom tags not showing up, if they were meant to at all?
Custom tags do not automatically show up, you need to add them to the tech tree editor... sorry.
Grave Dec 06, 2006, 10:50 PM Custom tags do not automatically show up, you need to add them to the tech tree editor... sorry.
That's cool, man. No biggie. :goodjob:
ollj Dec 07, 2006, 09:52 AM Please move the add button above or left of the list of techs and maybe add a "long technology names are bad" warning.
If not long technology names cause this (ony any resolution):
http://img470.imageshack.us/img470/2023/longnamespn5.th.jpg (http://img470.imageshack.us/img470/2023/longnamespn5.jpg)
If the name of any technology is too long (also when the CIV4GameTextInfo has an error or is missing entrys and it displays "TXT_KEY_TECH_...") you can not add any new prereq-Techs because the "add" button is moved out of the window by a long name.
Making the longest names short enough moves the add button back to left, klickable.
Also, propably only if you merge this mod with another, it keeps forgetting (previously changed) new names of your techs and displays a lot "TXT_KEY_TECH_...".
This is caused by the overwriting of files everytime you klick "Save" in the techtreeditor:
\Warlords\Mods\MODNAME\Test\Assets\XML\Text\CIV4Ga meTextInfo_Tech.xml
AND
\Warlords\Mods\MODNAME\Assets\XML\Text\CIV4GameTex tInfo_Tech.xml
It overwrites all previously changed names in those files.
snipperrabbit!! Dec 07, 2006, 10:23 AM Just add a configurable maximum to the X and Y positions of the techs. I have tested the Y axis and obtained a value beyond 200 (past 35 for X axis ). I just felt lazy and stoped, so it could go further.
A vertical lift bar would be very nice if Y>15.
Thanks for this editor.
ClassicThunder Dec 07, 2006, 12:55 PM I am working on that, I am assuming that you are talking about the tech cost correct? I will add the ability to edit the tech cost through a popup in the next version. Why a popup? Because I couldn't for the life of me get the edit boxes to work correctly.
Anywhere there is a slider I would like to see a text box personally. But that’s just me. I'm a precise sort of guy.
TheLopez Dec 09, 2006, 01:50 PM Please move the add button above or left of the list of techs and maybe add a "long technology names are bad" warning.
If not long technology names cause this (ony any resolution):
http://img470.imageshack.us/img470/2023/longnamespn5.th.jpg (http://img470.imageshack.us/img470/2023/longnamespn5.jpg)
If the name of any technology is too long (also when the CIV4GameTextInfo has an error or is missing entrys and it displays "TXT_KEY_TECH_...") you can not add any new prereq-Techs because the "add" button is moved out of the window by a long name.
Making the longest names short enough moves the add button back to left, klickable.
Also, propably only if you merge this mod with another, it keeps forgetting (previously changed) new names of your techs and displays a lot "TXT_KEY_TECH_...".
This is caused by the overwriting of files everytime you klick "Save" in the techtreeditor:
\Warlords\Mods\MODNAME\Test\Assets\XML\Text\CIV4Ga meTextInfo_Tech.xml
AND
\Warlords\Mods\MODNAME\Assets\XML\Text\CIV4GameTex tInfo_Tech.xml
It overwrites all previously changed names in those files.
Actually the name of the text file by default is CIV4GameTextInfo_test.XML. Any changes you make in that file will be overwritten when you save your changes.
As for your missing tech names, that is wierd. Do you want to post your files so I can see what might be wrong?
Anywhere there is a slider I would like to see a text box personally. But that’s just me. I'm a precise sort of guy. Hmmm.... well for most of the sliders you should be able to set the values without any problems.
ClassicThunder Dec 10, 2006, 07:58 PM Hmmm.... well for most of the sliders you should be able to set the values without any problems.
I use a touchpad laptop away from my home pc.
Impaler[WrG] Dec 13, 2006, 09:51 PM This is simply amazing work Lopez, I think you should get in contact with Firaxis and see to possibility of them including your full CivEditor in the next expantion pack or if its not ready before that point a patch of its own which it more then qualifies for.
My thoughts for future extentions might be some means to streamline the inclusion of new tag data into the editor probably by direct schema analysis for the simpler int and bool tags. String tags could be entered in text fields with the possibility of upgrading to a drop down selection list if an assosiation is made with a group from which to select from. Lastly why not allow the save directory to be configured within the editor.
TheLopez Dec 17, 2006, 10:55 AM ;4876442']This is simply amazing work Lopez, I think you should get in contact with Firaxis and see to possibility of them including your full CivEditor in the next expantion pack or if its not ready before that point a patch of its own which it more then qualifies for.
My thoughts for future extentions might be some means to streamline the inclusion of new tag data into the editor probably by direct schema analysis for the simpler int and bool tags. String tags could be entered in text fields with the possibility of upgrading to a drop down selection list if an assosiation is made with a group from which to select from. Lastly why not allow the save directory to be configured within the editor.
Thanks Impaler, the reason why I don't allow straight analysis of the schema is because of the difficulty in knowing how much space new tags and their values might need on screen... I have already run into this when trying to support multiple languages....
TheLopez Dec 17, 2006, 10:55 AM Ok, for all of those people having trouble using the tech tree editor with existing mods with modified techs:
The best way to edit the tech tree in an existing mod using the Tech Tree Editor is:
0) Make a backup of your mod.
1) Copy, not move, all of your XML files into the XML directory of the tech tree editor
2) Make the changes to the tech tree through the Tech Tree Editor
3) Save the tech tree
4) Copy all of the files from the save directory (by default it is set to Test) back into your mods asset directory. This step is very important since:
- Image files that you might have used in the tech tree will have been copied into the save directory
- A CIV4GameTextInfos_*.xml file (* is replaced by the save directory name) is generated that includes all of the names of the techs you used
- Modified versions of files like the CIV4UnitInfos.xml, CIV4BuildingInfos.xml, etc. are written out in the case that you remove techs that were prereq techs for buildings, units, etc.
I have added the contents of this post to the main first posts for easy reference.
TheLopez Dec 17, 2006, 10:58 AM Please move the add button above or left of the list of techs and maybe add a "long technology names are bad" warning.
If not long technology names cause this (ony any resolution):
http://img470.imageshack.us/img470/2023/longnamespn5.th.jpg (http://img470.imageshack.us/img470/2023/longnamespn5.jpg)
If the name of any technology is too long (also when the CIV4GameTextInfo has an error or is missing entrys and it displays "TXT_KEY_TECH_...") you can not add any new prereq-Techs because the "add" button is moved out of the window by a long name.
Making the longest names short enough moves the add button back to left, klickable.
Also, propably only if you merge this mod with another, it keeps forgetting (previously changed) new names of your techs and displays a lot "TXT_KEY_TECH_...".
This is caused by the overwriting of files everytime you klick "Save" in the techtreeditor:
\Warlords\Mods\MODNAME\Test\Assets\XML\Text\CIV4Ga meTextInfo_Tech.xml
AND
\Warlords\Mods\MODNAME\Assets\XML\Text\CIV4GameTex tInfo_Tech.xml
It overwrites all previously changed names in those files.
See post #7 for an answer you your issue
Esoth Dec 18, 2006, 07:14 AM can you add post #113 as a ReadMe file for download w/the mod?
TheLopez Dec 18, 2006, 08:07 AM can you add post #113 as a ReadMe file for download w/the mod?
Was it actually helpful for you? Does it need more details?
Esoth Dec 18, 2006, 11:41 AM not personally, I haven't used the editor as of yet (waiting on the full set)... it just seemed like a good idea
:)
snipperrabbit!! Dec 18, 2006, 02:26 PM please help me, I can't use the tech tree editor v0.6.1w like you show us !
I think it's a trouble like the one I had previously with gordon...agriculture mod ( text not displayed ) but don't know how to fix it.
What I get when I hit Alt-F6 is :
http://forums.civfanatics.com/uploads/105110/Civ4TTEdAttempt0000.JPG
It's a little different from :
http://forums.civfanatics.com/uploads/105110/Tech_Tree_Editor_Whole.jpg
I don't like to disturb anyone when busy with this so awaited editor and waited a couple of days before posting.
Thanks,
Snipperrabbit!!
TheLopez Dec 19, 2006, 11:59 AM please help me, I can't use the tech tree editor v0.6.1w like you show us !
I think it's a trouble like the one I had previously with gordon...agriculture mod ( text not displayed ) but don't know how to fix it.
What I get when I hit Alt-F6 is :
http://forums.civfanatics.com/uploads/105110/Civ4TTEdAttempt0000.JPG
It's a little different from :
http://forums.civfanatics.com/uploads/105110/Tech_Tree_Editor_Whole.jpg
I don't like to disturb anyone when busy with this so awaited editor and waited a couple of days before posting.
Thanks,
Snipperrabbit!!
snipperrabbit!!,
The problem is the lack of foreign language support in the tech tree editor...
I have fixed the problem in the next version which I will release in a few days...
ClassicThunder Dec 19, 2006, 12:12 PM Hey Lopez I've found one more issue I'd like to point out. Could you make disabled techs turn red? Another sugection I have is to make so that when you click the image it brings up the textbox asking for your path.
But as I said before exelent work!
Edit: Also I just realized the Text is written over each save causing only the changes to be saved.
snipperrabbit!! Dec 19, 2006, 02:03 PM Thank you, how wonderfull you are !
Someone could do TheLopez'ModdingFactory Wonder just for you. It desserve to be done !
Snipperrabbit!!
Lionhawk Jan 05, 2007, 06:26 PM hi all, im trying to use this tech tree but it doesnt load....do i just put the file into the mods folder in warlords? when i tried to load it the game crashed and it displayed something about the tech tree editor.exe
i have to admit im new and have not been able to use new mods in the game yet. errors always seem to happen when i go to load a mod. anything new i have added to the game i just did to the original game folder. i know thats a no-no but its only some basic things that i always want in the game anyway.
so if anyone can help guide me to getting this tech tree to work id love that....all i want to do is add a new tech kama shastra, and then a new religion hedonism......its all corny but i like it :)
so far i cant get it done :(
Impaler[WrG] Jan 05, 2007, 09:04 PM Lionhawk: Are you useing the correct version, the download with the w at the end is for warlords, if you dont have warlords use the other one. I suspect thats your problem. And stop modifying your default assets, see this thread http://forums.civfanatics.com/showthread.php?t=138043 about why not to do that and how to practice safe modification.
Lionhawk Jan 06, 2007, 07:12 AM i think i just started modding the original files because when i tried mods they didnt seem to work for me. it would load with all kinds of errors first.....so i just started looking at them and making a few tweaks to the originals like the 24 city dll and added 2 civs with default units etc......ive saved the original files as i go incase i need to go backwards. but i havent tweaked any game play aspects or anything. does this tech tree editor let you add a brand new tech or just change an existing one? by teh way it still didnt load for me :( even with the warlords.
Grave Jan 06, 2007, 12:32 PM ;4951930']And stop modifying your default assets, see this thread http://forums.civfanatics.com/showthread.php?t=138043 about why not to do that and how to practice safe modification.
Hmmm.... but what if I'm comfortable with the default files? Like, I've worked with them for a long time now, I feel like I know them so well. We've been through alot together. :love:
Do you think I still need to practice safe modification with them? You don't think I'd get a virus from them, do you? :eek: :lol:
only Croft Jan 06, 2007, 01:31 PM Hi!
I'm having problems merging the XML files, isn't there a program that can do it??? Thanks
Impaler[WrG] Jan 06, 2007, 04:23 PM See my Modular Loading DLL for that, Lopez is going to include it in future versions of the editor as they work so well together, its easy it combine the code if you have a compiler (but you probably dont).
Lopez would you like me to post a DLL combining my modular loading with the code of your last release or would you rather do it yourself in the next release?
Teg_Navanis Jan 06, 2007, 06:00 PM Hmmm.... but what if I'm comfortable with the default files? (...)Do you think I still need to practice safe modification with them? You don't think I'd get a virus from them, do you?
The possibility of crashing your game and having to reinstall Civ4 is one of the lesser reasons why you should not edit your default files. Wanna hear some better ones?
1. Management of mods. As long as you make one or two small changes and stay with them, fine. But as soon as you work with or use several different mods, the default files are a pain in the ass. You'd have to manually replace each mod file with your backup file or reinstall Civ4 each time you want to play another mod or a default game.
2. Distribution of mods. Imagine what would happen if every mod would be installed in your default directory instead of a mod folder.
3. Multiplayer compatibility. Multiplayer depends on you having unchanged files in your default-folders.
4. Data safety. When you patch Civ4, it will overwrite quite a lot of the default files. If one you edited is among them, bad luck (if you don't have a backup).
2-4 are actually extensions of 1.
Grave Jan 07, 2007, 11:22 PM The possibility of crashing your game and having to reinstall Civ4 is one of the lesser reasons why you should not edit your default files. Wanna hear some better ones?
1. Management of mods. As long as you make one or two small changes and stay with them, fine. But as soon as you work with or use several different mods, the default files are a pain in the ass. You'd have to manually replace each mod file with your backup file or reinstall Civ4 each time you want to play another mod or a default game.
2. Distribution of mods. Imagine what would happen if every mod would be installed in your default directory instead of a mod folder.
3. Multiplayer compatibility. Multiplayer depends on you having unchanged files in your default-folders.
4. Data safety. When you patch Civ4, it will overwrite quite a lot of the default files. If one you edited is among them, bad luck (if you don't have a backup).
2-4 are actually extensions of 1.
Relax man, I was just joking around. :rolleyes:
Ploeperpengel Jan 16, 2007, 08:43 AM Please move the add button above or left of the list of techs and maybe add a "long technology names are bad" warning.
If not long technology names cause this (ony any resolution):
http://img470.imageshack.us/img470/2023/longnamespn5.th.jpg (http://img470.imageshack.us/img470/2023/longnamespn5.jpg)
If the name of any technology is too long (also when the CIV4GameTextInfo has an error or is missing entrys and it displays "TXT_KEY_TECH_...") you can not add any new prereq-Techs because the "add" button is moved out of the window by a long name.
Making the longest names short enough moves the add button back to left, klickable.
I have the same problem. A horizontal scrollbar would be great maybe to fix it or just put the add buttons to the left. Else I don't have anything to complain.:)
Edit: Okay forget about it. I noticed the Editor just doesn't like any unreferenced txt_keys.
King Flevance Jan 19, 2007, 06:01 AM First off thanks for this utility, TheLopez. :goodjob:
It makes this tech tree stuff simpler for folks like me. I am having a problem getting it to save my tech tree though. :( Whenever I click 'save' A message box pops up that says "Files not saved!" then I have to click OK. I am using the 0.6.1 version for 1.61. Not sure what to do. :confused:
EDIT: Oh yeah, also I noticed that if you remove the pre-reqs for a tech (make the white arrow go away) then shift the techs around you won't run into the problem with the white line segment not disappearing. I think the white line segment is a graphical glitch when you move techs around that are connected to one another. But if you disconnect them before moving them you don't run into the problem of the little white line segment being there. FWIW.
jdubdixon Jan 20, 2007, 12:31 PM how do you create a dds file
snipperrabbit!! Jan 20, 2007, 04:48 PM @jdub - you can use DXTBmp or Gimp with dds plugin.
mrgenie Jan 21, 2007, 05:41 AM Hi Lopez, i could use your help for a second. I merged the SDK, and checked it twice already, no problem whatsoever and everything in the game works just fine, but when i press these "movements-buttons" to move the tech around, i get a "unidentifiable c++ exception" at
line 1833 in drawArrows
more presize,
if(gc.getTechInfo(j).isPrereqOrTech(iUpdatedTech)) :
this one is bugging me..
any ideas why it would give me an error on this? i mean, upon loading the screen, this thing is beeing executed once already, no problem then, why it suddenly bugs me when i press these movement buttons?
LaCiencia Jan 24, 2007, 07:37 AM Thanks TheLopez for the tech editor, I think you should post an account for donations in the case of civilizeditor... if each interested guy put one buck in maybe you can get rich ;)
Is it possible to leave the already existing techs marking them as already researched??? just as another option for the modder.
Thanks
MasterOfAll Feb 08, 2007, 02:01 PM were do you extract the files too?
MasterOfAll Feb 08, 2007, 02:25 PM never mind i got it
jdubdixon Feb 10, 2007, 09:59 AM This may have already been asked so sorry if this is repetitive but, does anyone now of a tutorial or program to make good tech buttons? I'm using gimp and they always look fake and stupid next to the real one.
snipperrabbit!! Feb 10, 2007, 03:00 PM I suggest you use Asioasioasio's utility program and take care of the alpha mask.
jdubdixon Feb 10, 2007, 03:21 PM That helped but the buttons still look really bad. Is there anything to make them more like the ones in the game?
snipperrabbit!! Feb 10, 2007, 03:26 PM could you take a screenshot of what you get ?
Ambreville Mar 15, 2007, 09:56 PM Greetings
I downloaded the Tech Tree Editor. Then merged my mod into the Tech Tree Editor folders as indicated. Launched my scenario, and brought up the Tech Screen. I then hit ALT-F6 and nothing happened. No editor came up. What's the deal??
------------------
Edit: Never mind the above -- I was trying to launch the app directly within the game's Tech Screen, which didn't work. I launched it instead right from the beginning of the game when the initial map appears, and the editor worked fine then. Thanks!!
Ambreville Mar 16, 2007, 01:28 PM I used that tech tree editor. Pretty nifty.
I did run inro some trouble afterward though. When going back into play mode, I discovered that the active CIV could not select Techs for research from the Tech Screen. I clicked on available Techs to be researched but nothing happened. What's wrong with this?
snipperrabbit!! Mar 16, 2007, 03:41 PM Try to reload.
Ambreville Mar 16, 2007, 03:49 PM Try to reload.
Did that. No luck. I can select a tech to be researched from the icons at the top of the regular game screen, but not from the Tech Screen.
snipperrabbit!! Mar 16, 2007, 04:43 PM Perhaps you can tell much on what you did !
Are the techs on the first column ?
Are they set to ancient era ?
Are they linked ?
...
Ambreville Mar 16, 2007, 05:20 PM Perhaps you can tell much on what you did !
Are the techs on the first column ?
Are they set to ancient era ?
Are they linked ?
...
When I used the Tech Tree Editor, I started out with a stardard tech tree. I then added 1 new tech and moved it to column 3, underneath Horsemanship. I moved up Horsemanship to make some room. The new tech is Ancient Era and has two preReq techs (Hunting & Meditation). None of the preReq tech lines linking up to the new tech are visible for some unknown reason. I then saved the modified tech tree successfully, and returned to the game screen.
snipperrabbit!! Mar 17, 2007, 07:04 AM None of the preReq tech lines linking up to the new tech are visible
That is the problem unless you specified Andprereq for both Hunt & Med. You can research from top of mainscreen because this tech doesn't have prereqs. I guess something went wrong when you saved. The best is to reset your prereqs until it works.
Ambreville Mar 17, 2007, 10:16 AM That is the problem unless you specified Andprereq for both Hunt & Med. You can research from top of mainscreen because this tech doesn't have prereqs. I guess something went wrong when you saved. The best is to reset your prereqs until it works.
I specified ANDpreReqs for both Hunt & Med. No ORpreReq. Not sure I understand any of this or why there would be a problem. So far I have two required preReqs, and no alternative preReq. I'll play around with the preReqs and see what happens. Weird...
kevinman4404 Jul 29, 2007, 11:39 PM :/ didnt pop up for me, and im *not* in the techscreen
can anyone shed any light on this?
TheLastOne36 Aug 09, 2007, 06:29 AM Is there a BTS version?
ClassicThunder Aug 09, 2007, 08:24 AM No I'm afraid not.
Zebra 9 Aug 09, 2007, 03:16 PM There probably never will be one unless theLopez gets back on. :cry:
Pattousai Nov 13, 2007, 03:24 PM dos it work with 1.74 patch?
BTS too?
ClassicThunder Nov 16, 2007, 04:57 PM No and no. I'm afraid its outdated.
77alex77 Dec 12, 2007, 09:26 AM This might sound a bit crazy but... :crazyeye:
Can this editor possibly be used for BtS if the BtS assets files (at least the tech related files) would be treated as if they belong to a mod? Could it be used then like described in Chapter 7?
ww2commander Feb 02, 2008, 05:53 PM Is there any possibility that this extremely useful utility will ever be updated to BTS.
I currently use the Civ 4 'Complete Edition' and none of the 3 versions that come with the disk work with this utility. It seems Firaxis has updated the versions of Civ4 and Warlords that come on the disk so even the old versions of this utility now dont work anymore :cry:
Every other tech tree utility just does not make the cut :(
moopoo Feb 06, 2008, 01:23 AM Would someone other than the Lopez be able to convert it to BTS if Lopez doesn't turn up? I can't imagine there'd be any huge changes necessery from the original code. It's such a useful and easy utility to use, it would make my modding life that much easier :)
ww2commander Feb 07, 2008, 01:33 AM Does Lopez still visit this forum?
snipperrabbit!! Feb 07, 2008, 11:04 AM No ! I will be aware if that was the case.
|
|