View Full Version : How do you create a new tech tree?
nokmirt Jul 13, 2010, 10:55 AM I can make a tech tree, but there must be an easier fast way to do it. I looked in the mod tutorials section but could not find anything useful. What is the easiest way to start a techtree from scratch? I have plenty of ideas, but I need a jumpstart with starting the whole process. Thanks for any help.
The_J Jul 13, 2010, 12:45 PM From my experience: There is no easy way for that :/.
The tech tree is the biggest single part of a mod, and it's really a pain.
nokmirt Jul 13, 2010, 02:54 PM From my experience: There is no easy way for that :/.
The tech tree is the biggest single part of a mod, and it's really a pain.
Ok, well then I will do it the way I know and take it one step at a time. Thanks The_J.
The_J Jul 13, 2010, 03:12 PM You should maybe wait if someone else has an opinion about that topic ;).
nokmirt Jul 13, 2010, 09:11 PM You should maybe wait if someone else has an opinion about that topic ;).
It's ok, the process has started, and my god, there is no turning back,lol! The First Crusade will be back soon!
nokmirt Jul 15, 2010, 06:18 PM Is there an easier way to create a new techtree other than manipulating the original techtree. I see some mods where they were able to, but I cannot figure out how they did it. Does anyone know or have a tutorial that explains how to create a whole new techtree?
embryodead Jul 15, 2010, 06:24 PM Remove all techs from TechInfos, and then remove references to them from all other XML files (they'll show up as errors when you launch the game).
Then you can start from scratch, tech by tech.
nokmirt Jul 16, 2010, 11:56 AM Remove all techs from TechInfos, and then remove references to them from all other XML files (they'll show up as errors when you launch the game).
Then you can start from scratch, tech by tech.
this mod is all new we have no techinfos.xml, i added that folder and started from scratch. i will talk to my partner and see if i am ok. we have no map yet, we are doing that last.
Popcornlord Jul 16, 2010, 01:18 PM First of all, make sure you have it planned out a little bit. Details aren't important, but the basics should be there. As The J said, it's hard to build a tech tree but immensely important
Now, you can either remove every tech and every reference and start from scratch, or you can work from the original tech tree, slowly removing Vanilla techs and replacing your own, which is less daunting and allows you to use the original for ideas and layout.
I'm assuming you don't need technical advice, if you do XML tutorials are fairly common.
nokmirt Jul 16, 2010, 02:53 PM I usually use the original techtree. To me it's easier, but this mod is all brand new. What's making it difficult for two reasons.
-I don't have a map to double check techs as I go along, and fix any xml errors, and they do occur.
-I don't the civics structure yet, because somebody else is making those.
The good point is this
-I do have some basic ideas and I have started the TechInfos, strategy, and civlopedia, xml's from scratch. I have the files, so I will keep building on those, and give the mod back to my partner, and he, I am guessing can apply the techtree somehow to the mod after the map is created. Or I could just manipulate the old techtree. To me it is so much easier with a map first.
The thing is, I am using the The Battle of Hastings mod, as a reference, because it's closest to the time period we are representing. And that mod has it's own techtree, seperate from the original. What I am not sure of, is what order the author of that mod, proceeded. Did he do the map first or last. IDK! We will figure something out, but it is hard when all the available information is not there.
dewell Jul 16, 2010, 02:56 PM For my mod I made some sketches and lists but the tech tree was the only thing that is developed during working on other things. I create resources, units, buildings etc. and refer them to an existing tech or I have to create a new one. Balancing the cost is the LAST thing I do when it's already done and I'm sure I won't change too much later on
nokmirt Jul 16, 2010, 05:11 PM For my mod I made some sketches and lists but the tech tree was the only thing that is developed during working on other things. I create resources, units, buildings etc. and refer them to an existing tech or I have to create a new one. Balancing the cost is the LAST thing I do when it's already done and I'm sure I won't change too much later on
Well then I will work on it as we go. That is probably the best way.
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