View Full Version : IndieStone - Visual Tech Tree Editor


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lemmy101
Oct 28, 2010, 09:59 PM
DOWNLOAD LATEST ALPHA VERSION HERE: http://www.weplayciv.com/forums/showthread.php?5126-IndieStone-Visual-Tech-Tree-Editor
Download is available here (http://forums.civfanatics.com/showthread.php?p=10531876#post10531876).

By Lemmy101 and CaptainBinky

http://www.theindiestone.com/lemmyandbinky.com/civ2/techedit.png

REQUIREMENTS:

* .NET 4 Redistributable (http://www.microsoft.com/downloads/e...displaylang=en) (probably already installed if you're using the SDK)

USAGE

Either start from a blank page, create a new tree based on the Civ 5 base tree, or load up an existing mod.[/B])

Make your changes, adding / removing techs, assigning units and buildings to techs, and whatnot.

Save the results to get XML files you can use in your mods.

Editor

Double click in an empty grid space to place a new tech, or right click a tech and 'duplicate' it.
Left click a tech to select it.
Drag left mouse button from the handle on right hand side of the prerequisite tech to create a new branch, drag and release it when it snaps to the tech you want it to connect to.
DEL key to delete selected tech or branch.
Edit options in panel to the right when tech is selected, or right click and 'edit DB row' to get a more in depth edit of the data.

This is an alpha version. Make sure to back up your xml files if you save over anything, bugs may be present!


Visual WYSIWYG Editing


http://www.theindiestone.com/lemmyandbinky.com/civ2/feat16.png

You can edit the technologies in a visual interface just as they will appear in the in-game tech tree, creating connection paths to connect the techs together to define their prerequisites, and setting their options in the properties when they are selected. The techs show the units and buildings they provide, so you can plan your tech tree out a lot more easily and quickly.

Just click the names of the techs to get an edit box to rename them.

http://www.theindiestone.com/lemmyandbinky.com/civ2/inplace.png

Fully Modular XML Generation


It doesn't matter how complicated your changes are, from a few minor changes to creating a completely new tech tree from scratch, it will automatically work out the differences between the original and your tree and create XML files using proper row, update and delete tags to change the original tree into your own, only storing the differences between the two.

This means your modded tech tree will be as modular as possible.


Drag and drop!


http://www.theindiestone.com/lemmyandbinky.com/civ2/feat11.png

Just click and drag your units, buildings, resources and builds around between techs, or to and from the 'unassigned' side panel.

http://www.theindiestone.com/lemmyandbinky.com/civ2/feat8.png

... which is where all the things with no prerequisite tech set are to be found! :)


Conflict finder finds any conflicts in your mod


http://www.theindiestone.com/lemmyandbinky.com/civ2/conf2.png

Will find any reference to non existent types in your entire mod database. Whether you've imported units that have prerequisite technologies from the mod you pilfered them from, or deleted every civilization in the game, it will tell you about it and provide you with options on how you'd like to deal with the conflict.

More info here: http://forums.civfanatics.com/showthread.php?t=396304


Era editing


http://www.theindiestone.com/lemmyandbinky.com/civ2/feat9.png
http://www.theindiestone.com/lemmyandbinky.com/civ2/feat10.png

Add and delete eras, and drag their start / end handles to make them encompass more or less techs.

http://www.theindiestone.com/lemmyandbinky.com/civ2/feat12.png

The editor will automatically assign all techs under them to be in that era, and handle all the sorting of eras and techs for you.


Right click to edit the database row directly.


http://www.theindiestone.com/lemmyandbinky.com/civ2/feat1.png

http://www.theindiestone.com/lemmyandbinky.com/civ2/feat2.png

http://www.theindiestone.com/lemmyandbinky.com/civ2/feat3.png

the row editor, whilst a bit ugly and slow at the moment, will allow you to poke about at anything on the tech tree in detail. It also has auto completion for all the fields that reference other database objects making it easy to reassign things:

http://www.theindiestone.com/lemmyandbinky.com/civ2/feat4.png

Also by clicking the '->' button, you can drill down through and follow any of the property values to the row and table that they reference!

http://www.theindiestone.com/lemmyandbinky.com/civ2/feat22.png

Using this it's possible to get at any of the data your techs, units, buildings reference. And any of the data the stuff they reference reference, and so on.

You have a back arrow so you can go back to any previous pages you've been to.

Remember anything changed here will be exported as modular updates just like anything else. Drilling down from object to object it's already possible to get to most data in the database.

Note this is an experimental new feature, it is very clunky, slow and ugly at the moment. It will improve in time and become nicer as well as more powerful.


SQL query support


http://www.theindiestone.com/lemmyandbinky.com/civ2/sql3.png

Enter SQL queries into the console to quickly delete or update techs or any other object in your mod.

Or use a select statement to bring up a list of all matching entries that you can then double click to get in the row editor:

select type, cost, combat from units where type > UNIT_P and cost < 100

http://www.theindiestone.com/lemmyandbinky.com/civ2/sql1.png

(more examples here: http://forums.civfanatics.com/showpost.php?p=9883193&postcount=164)

You can also type 'list' into the console to get a list of every table in the game, double click them to get a full select list of all the rows.

http://www.theindiestone.com/lemmyandbinky.com/civ2/sql4.png

Duplicate rows.


http://www.theindiestone.com/lemmyandbinky.com/civ2/feat13.png

Any row, from a tech to a building or unit, can be duplicated with the right click menu.

http://www.theindiestone.com/lemmyandbinky.com/civ2/feat14.png

http://www.theindiestone.com/lemmyandbinky.com/civ2/feat15.png

Then you can open the database row and edit your copy, changing its name, appearance, icon and stats.

Import mods!


http://www.theindiestone.com/lemmyandbinky.com/civ2/feat5.png
http://www.theindiestone.com/lemmyandbinky.com/civ2/feat6.png

Import a mod from a .modinfo file and have it integrate that mod's xml into the editor using that mod's proper OnModActivated ordering.


Non-destructive loading / saving (bugs aside)


When you load in XML data those changes are stored in the editor database, regardless of what data it is or whether the editor uses it itself, so will be there when it's saved out. So you can edit the XML of the editor output directly, without worrying about messing it up if you need to reload in the editor again later.

Note: The XML generation still needs some work, in cases where you do an XML line to delete, say, all American city names, load that XML in and then export, the resulting XML will have each of those cities as separate delete nodes instead of one catch all delete. I will work on making this generate more compact XML as I go.


Auto generates modular export XML files


http://www.theindiestone.com/lemmyandbinky.com/civ2/feat7.png

All changes categorized in their relevant files. It also autogenerates you an anti crash ID fixinator (FinalIDReordering.sql) to put last in your action list. Unlike the general ID fix, this SQL only has tables that have been found by the editor to have non sequential IDs.


Other features

Autosave

Constantly saves out three alternating filenames in the editor folder, so if you crash or mess up, you won't hopefully lose much.

TheChanger
Oct 29, 2010, 03:49 AM
Oh my god i love you!

Fariic
Oct 29, 2010, 10:21 AM
I feel stupid asking, but how do I use this?
What do I do with the XML file?

lemmy101
Oct 29, 2010, 10:24 AM
You should read Kael's modding guide it will tell you how to make a mod.

This just saves you doing all the xml code.

Fariic
Oct 29, 2010, 10:44 AM
You should read Kael's modding guide it will tell you how to make a mod.

This just saves you doing all the xml code.

Ah, I've got the xml modding down.
I'm just confused on what to do with your xml code.

You can edit the technologies in a visual interface just as they will appear in the in-game tech tree
Makes it sound like I can run your xml to get a visualization of the tech tree out of game, as apposed to constantly going in and out of the game itself to see if I messed up the tree in some way.

I'm assuming I should drop this into my mod then?

lemmy101
Oct 29, 2010, 11:07 AM
Ah, I've got the xml modding down.
I'm just confused on what to do with your xml code.


:p you put it in a mod.


Makes it sound like I can run your xml to get a visualization of the tech tree out of game, as apposed to constantly going in and out of the game itself to see if I messed up the tree in some way.

I'm assuming I should drop this into my mod then?

No it's a visual editor to make and edit tech trees like a flow chart editor, you click to add techs, and drag them around, drag connections between the techs to define which ones lead on to which, then click save and it generates the XML to put into your mod to make that mod have the tech tree you've designed. You don't need to touch the XML is kinda the point. ;D

furiousuk
Oct 29, 2010, 11:17 AM
Sounds really good, any idea when it'll be ready?

eviltypeguy
Oct 30, 2010, 01:36 PM
Sounds really good, any idea when it'll be ready?

He already said in a few days at the end of his post :p

Jaythekiller
Oct 30, 2010, 04:28 PM
Do you plan on including that feature in Nexus Buddy in a way or another?

lemmy101
Oct 30, 2010, 05:26 PM
Eventually yes, but not initially.

With Nexus Buddy it would be nice to ultimately allow you to create everything within the environment so you could have a project with 20 units, 10 buildings and a tech tree in it.

lemmy101
Oct 31, 2010, 11:36 AM
Released the first alpha version of this. Expect bugs / awkward interface. ;D

Garett20
Oct 31, 2010, 12:44 PM
So how do I make prequisite techs?

lemmy101
Oct 31, 2010, 12:47 PM
drag the branch by clicking the little handle on the right of the techs and dragging to the following tech.

Putmalk
Oct 31, 2010, 12:54 PM
Does this mod support uploading a mod with edited technologies? I already finished adding in technologies and I just want to delete post-Renaissance technologies without hassle.

lemmy101
Oct 31, 2010, 12:58 PM
You can load a mod's xml file with tech changes and the editor should reflect those changes regardless of whether the xml was generated by the tool, so you should just be able to load in your tech's file. You can multi-select on the load dialog by holding ctrl / shift while selecting files. Make sure your language entries for techs are loaded as well as your tech files.

the XML it generates can be put in a mod to change the tech tree, so should work in mod browser mods. Also has more chance of being compatible with other mods since the XML it generates uses update / delete etc.

Valkrionn
Oct 31, 2010, 02:38 PM
This looks awesome. :goodjob:

Garett20
Nov 01, 2010, 06:27 AM
One other question: Do blank trees automaticly delete the original tech tree, or do we have to do that ourselves?

lemmy101
Nov 01, 2010, 06:43 AM
Automatically. The 'delete' is done in the XML on export, it just assumes you start at the Civ 5 tree as that's what you'll start with upon enabling the mod irrespective of whether you started from the tree in the editor.

So you could, in theory, rebuild the tree from blank to be exactly the same and end up with a near empty exported XML file.

Make sure you have the latest version, otherwise you may get crashes in the mod since I added code to reset all the tech IDs.

lemmy101
Nov 01, 2010, 10:08 AM
Added initial Era editing and SQL fix for crashing. :)

Garett20
Nov 01, 2010, 01:34 PM
Ok, last question: How do I add eras

Civ Fuehrer
Nov 01, 2010, 02:27 PM
@lemmy101
For era editing, I found a remote number in the TechTree.lua on lines 520 and 527 that referred to the number of eras there are to make the game run that loop that many times to display the eras. I'm not sure if you had checked or skipped over it or even added it to the program's functionality but after seeing how you tore apart Ekmek over a tiny detail for NexusBuddy, I thought I might say something because you're focusing all your attention on the XML and SQL but haven't mentioned anything about the Lua.

Anyway, one functionality you might want to add to the VTTE is an Undo/Redo ability. After deleting one too many techs I noticed I deleted something that I needed and would hate to try to get it back the long way. Also, I noticed I couldn't delete prereqtech lines that are already there, just the ones I add during that session.

lemmy101
Nov 01, 2010, 03:09 PM
Awesome thanks Civ Fuehrer! :) Will look into that. :D

Ok, last question: How do I add eras

Coming soon is support for adding entirely new eras.

:p

lemmy101
Nov 01, 2010, 04:12 PM
Also, I noticed I couldn't delete prereqtech lines that are already there, just the ones I add during that session.

Odd I can't replicate this :/

lemmy101
Nov 01, 2010, 07:44 PM
http://www.theindiestone.com/lemmyandbinky.com/civ2/monkey.png

(Excuse the childish era names)

Fully editable eras coming tomorrow, along with being able to select a tech / era to reassign prereq units and things to when you delete their required tech.

Putmalk
Nov 01, 2010, 07:47 PM
Hey lemmy101,

Everytime I try to load an xml or create a new tech tree, I get an error. It says that it can't find part of the path for "CIV5Eras.xml" More specifically:

"Unhandled exception has occured in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately.

Could not find a part of the path
'C:\Users\***\Appdata\Local\Temp\Rar$EX00.615\Asse ts\Gameplay\XML\GameInfo\CIV5Eras.xml'"

Any ideas on what might be causing the problem?

lemmy101
Nov 01, 2010, 07:50 PM
Have you got your SDK paths (Nexus and whatnot) set up correctly? As I said in the first post if you don't then it doesn't know where the xml files are located. It was frustratingly the only registry entry I could find that guaranteed where the Civ 5 directory was.

Also, are you loading the editor from a rar file? I suspect that's not a good idea.

Putmalk
Nov 01, 2010, 08:40 PM
Yeah, I think I am loading it from the rar file. I'll actually extract it and see what happens.

Well I extracted it. It doesn't work, no matter where I move it, it just changes the folder paths that it cannot find.

I'm pretty sure the SDK paths are correctly, as I didn't change anything when I downloaded it. Anyway to check whether or not it's set up correctly?

Joe Danger
Nov 01, 2010, 09:44 PM
lemmy101, you are taking all (ok, a lot) of the pain out of modding! Awesome stuff. Do you have any plans to make this tool work with the multiple tech tree mod here:
http://forums.civfanatics.com/showthread.php?t=386362
All it requires is the <type> to use a TECHCATEGORY_SAILING modification, seems it could be added to your fine tool here easier than manually sifting through all the XML after it's produced.

lemmy101
Nov 01, 2010, 11:32 PM
I'm pretty sure the SDK paths are correctly, as I didn't change anything when I downloaded it. Anyway to check whether or not it's set up correctly?

http://forums.civfanatics.com/showthread.php?t=386808&highlight=nexus+path

Use Reg Edit to go to that path and make sure it's correct.

You could also try Run as Admin mode perhaps?

http://forums.civfanatics.com/showthread.php?t=386362
All it requires is the <type> to use a TECHCATEGORY_SAILING modification, seems it could be added to your fine tool here easier than manually sifting through all the XML after it's produced.

I could look into it. There's a few core things to do yet before I'd consider inter mod operability though.

A Golden Dragon
Nov 02, 2010, 06:05 AM
i'm getting a error when i select a technology, see attachment

since im here i thought i might just as well ask a question

do you know if it is possible to make the techtree scrollable on the vertical axis?


thanks :D amazing job so far, saves a lot of work :D

lemmy101
Nov 02, 2010, 06:12 AM
i'm getting a error when i select a technology, see attachment

since im here i thought i might just as well ask a question

do you know if it is possible to make the techtree scrollable on the vertical axis?


thanks :D amazing job so far, saves a lot of work :D

Cheers :)

The screenshot's not much use to me I'm afraid since you didn't click the details tab where the particular code it crashed in is written. :(

re: vertical, I see no reason why it wouldn't be possible, but don't know if it is currently. I imagine it would need some lua/xml editing on the tech panel.

V. Soma
Nov 02, 2010, 06:17 AM
my wife said she hopes I won't do modding... uh-uh, I am sooo tempted, seeing this ;)

A Golden Dragon
Nov 02, 2010, 06:18 AM
Here are the details, thanks for the quick reply :)

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at IndieStoneTechEditor.EraSlider.TechUpdates()
at IndieStoneTechEditor.EraSlider.UpdatePositions()
at IndieStoneTechEditor.TechTree.designer_ElementMove d(Object sender, ElementEventArgs e)
at IndieStoneTechEditor.Diagram.Designer.OnElementMov ed(ElementEventArgs e)
at IndieStoneTechEditor.Diagram.Designer.OnMouseUp(Mo useEventArgs e)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Mes sage& m)
at System.Windows.Forms.UserControl.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.O nMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
IndieStoneTechEditor
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Fabian/AppData/Local/Temp/Temp4_IndieStoneTechEditor.zip/IndieStoneTechEditor.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.




See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at IndieStoneTechEditor.EraSlider.TechUpdates()
at IndieStoneTechEditor.EraSlider.UpdatePositions()
at IndieStoneTechEditor.TechTree.designer_ElementMove d(Object sender, ElementEventArgs e)
at IndieStoneTechEditor.Diagram.Designer.OnElementMov ed(ElementEventArgs e)
at IndieStoneTechEditor.Diagram.Designer.OnMouseUp(Mo useEventArgs e)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Mes sage& m)
at System.Windows.Forms.UserControl.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.O nMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
IndieStoneTechEditor
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Fabian/AppData/Local/Temp/Temp4_IndieStoneTechEditor.zip/IndieStoneTechEditor.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

Garett20
Nov 02, 2010, 01:44 PM
i'm getting a error when i select a technology, see attachment

since im here i thought i might just as well ask a question

do you know if it is possible to make the techtree scrollable on the vertical axis?


thanks :D amazing job so far, saves a lot of work :D

I get that error. Just click continue and it works fine.

Civ Fuehrer
Nov 02, 2010, 03:48 PM
Come to think of it, I got that the first time I opened it. I clicked continue and it worked fine. Second time opening it there was no error.

Decimatus
Nov 03, 2010, 01:24 AM
How does loading work?

For instance, I already have a large expanded tech tree with extra eras. I was wondering if your editor would be able to load my tech and era XML's to load my current setup?

If not, is there any way to add support for this? :)

Mynex
Nov 03, 2010, 01:36 AM
the exe looks for the files in your install assets directory (found this out through some trial and error)..

I wound up copying my entire assets dir to another location so I wouldn't get accidental overwrites, then found out it saves to the default install dir anyways... thankfully I was just experimenting and renamed the save of what I was doing something else... next time I 'saved as' I remembered to change the save dir!...

I like it a lot Lemmy... but I'll have some 'prettying' requests for you once it's a bit further along (file saves, breaking the save file up, things like that, but nothing important that can't wait. :))

Decimatus
Nov 03, 2010, 03:38 AM
the exe looks for the files in your install assets directory (found this out through some trial and error)..

I wound up copying my entire assets dir to another location so I wouldn't get accidental overwrites, then found out it saves to the default install dir anyways... thankfully I was just experimenting and renamed the save of what I was doing something else... next time I 'saved as' I remembered to change the save dir!...

I like it a lot Lemmy... but I'll have some 'prettying' requests for you once it's a bit further along (file saves, breaking the save file up, things like that, but nothing important that can't wait. :))

As in Mod assets, or steamapps civ 5 assets?


I was also wondering... There is a really nifty mod made by FiresForever that allows multiple tech pages. Does the tool work with that(doubt it does), and if not can it be made to? :)

lemmy101
Nov 03, 2010, 04:16 AM
How does loading work?

For instance, I already have a large expanded tech tree with extra eras. I was wondering if your editor would be able to load my tech and era XML's to load my current setup?

If not, is there any way to add support for this? :)

It should handle it. Just multiselect your tech/era/language files using Ctrl on the Load page.

lemmy101
Nov 03, 2010, 04:17 AM
I like it a lot Lemmy... but I'll have some 'prettying' requests for you once it's a bit further along (file saves, breaking the save file up, things like that, but nothing important that can't wait. :))

Haha breaking files is on the way. :D

lemmy101
Nov 03, 2010, 05:27 AM
Taster of what's to come:

http://www.theindiestone.com/lemmyandbinky.com/civ2/conf2.png

This is going to be released separately as well as the new conflict mechanism in the tech tree editor.

More details here:

http://forums.civfanatics.com/showthread.php?p=9863247#post9863247

Decimatus
Nov 03, 2010, 06:53 AM
Can I borrow your Genie for about 3 wishes? :p


When I wake up tomorrow I will download this and give it a try.

Did you implement adding Eras yet?

lemmy101
Nov 03, 2010, 06:58 AM
yep they're in completely, or rather they were... but in implementing the new conflict system has kinda created a bunch of bugs / broken things that need fixing before I can release.

The conflict system is rather a fundamental change in the underlying architecture of the editor. The new system is going to be shared between all our tools. It effectively creates a background database for the entire base Civ 5 XML structure when you load it, and then copies that and it is the copy which represents your mod. Any XML files you load, or changes you make will be applied to the copy of the database directly, then it's the differences between this and the original db that generate the XML that's output and determine any conflicts.

It effectively means that every tool we do from here on in will be fully aware of all units, buildings, techs and everything else in the game, and also any additions / changes or removals of any mod XML loaded in.

This means a future version of the Tech Tree editor should allow for you to select units / buildings / abilities / builds etc to be unlocked with techs since it's now aware of them all.

Mynex
Nov 03, 2010, 08:09 AM
Fantastic!

Can ya do one for the lua?

Ya know, as long as you're doing things, may as well ask for the moon eh? *grin*

lemmy101
Nov 03, 2010, 08:11 AM
Heh I think the Lua and SQL stuff would be such a headache and a long task I'm not sure I'm willing to put myself through it. :D

lemmy101
Nov 03, 2010, 01:16 PM
http://www.theindiestone.com/lemmyandbinky.com/civ2/techicons.png

:D

Now features drag and drop for units / buildings etc between different techs to reassign their prerequisites. :) Unassigned things are in the palette on the right and you can just drag them off and on techs as you like.

Also...

http://www.theindiestone.com/lemmyandbinky.com/civ2/atlas.png

Select the portraits from the atlas images, soon to support importing from png and automatically creating a dds for your mod's icons. :)

Mynex
Nov 03, 2010, 04:19 PM
Dude... STOP... BEING...A...TEASE!!!!

:p

Release it already, I'll be more than happy to alpha test it to death!!!!! :D

lemmy101
Nov 03, 2010, 04:43 PM
Sorry technically it's less functional than the last version at the moment. Sorry for teasing but it'll be worth the wait ;D

Mynex
Nov 03, 2010, 06:41 PM
lol.. I can.. wait...

"Patience, yea, yea, how long will that take?" :p

Hmmm.. request... since you're adding all this 'drag and drop' stuff... ho about adding a 'drag and drop' of the sound resources? or some drop down list selector where they're listed... It's nice blank techs are populated with Agri... but it gets old retyping when choosing something other than agri...

reminds me (not related to this), has there been any luck with custom music adding or importing from civ 4 perhaps?

Anywho... I'll wait... patiently... mostly... :p

Joe Danger
Nov 03, 2010, 06:42 PM
Next release will feature drag and drop for units / buildings etc between different techs to reassign their prerequisites.

You, sir, are amazing. I'm almost afraid to do any work on my mod since, more than likely, you'll come out with a way to do it 15 times faster in a couple days ;)

It looks like you're working on a pretty comprehensive mod tool here. How far are you planning on extending it?

lemmy101
Nov 03, 2010, 06:48 PM
It looks like you're working on a pretty comprehensive mod tool here. How far are you planning on extending it?

Basically to the level where you hardly ever have to touch the xml. ;D

now units / buildings etc are in the system, I'll allow them to be edited/created in the same way as techs. Then tie it in with the Nexus Buddy stuff so you could import FBX files and create units / wonders etc, import their icon images then drag them onto a tech and save.

Of course lua / source code changes will never be made any easier.

PS: Drag and drop is now working. Weee! It's so therapeutic just sitting randomly dragging units/buildings between techs.

lemmy101
Nov 03, 2010, 06:49 PM
Hmmm.. request... since you're adding all this 'drag and drop' stuff... ho about adding a 'drag and drop' of the sound resources? or some drop down list selector where they're listed... It's nice blank techs are populated with Agri... but it gets old retyping when choosing something other than agri...


Will look into it. :)

Mynex
Nov 03, 2010, 07:01 PM
Oh and, does the drag and drop of units/buildings, etc include wonders (I suppose it would since they're tech buildings eh?) and 'allows x terrain improvement', and 'reveals x resource' type things as well?

er, I guess those 2 items are more 'tech features' category of things.. *shrug* anywho, just asking. :)

*ponder* for a future version, could you see maybe adding a 'scan directory/xml files for x, y, z items' to add into this for adding/moving things about?

i.e. someone makes a '200 unit mod' and you tell your program here 'hey, go check this dir for all xml files, if any of them have units, toss em into the mix to be moved around!' (same for techs/buildings & wonders/etc).

just thinking out loud here... while not a true 'mod merger', it would make life somewhat easier for people making TC's... hell, it'd make it easier for people to little changes too... snag a unit from here, snag a wonder from there... etc. :)

okay, I'll stop now... too many ideas in me wee brain atm with some of the possibilities of this. :p

And thanks again for making this awesome tool (now get back to it you! lol)

lemmy101
Nov 03, 2010, 07:46 PM
It pretty much does that already. ;D It mirrors the game's database exactly, and that database is updated by the xml in the same way as the game's database is, so you can just load XML files up at will and it will integrate that xml's changes into the editor's database and reflect the changes there and then, be that tech tree changes or additional / removed units.

re: 'allow x terrain improvement' etc. Not yet, but it will do. :)

Dark_Jedi06
Nov 03, 2010, 09:37 PM
This is amazing! :eek:

So how does it work, it is an extension for ModBuddy? Or a standalone application? :)

lemmy101
Nov 03, 2010, 09:38 PM
Stand alone app (though it needs Nexus installed and set up correctly as it uses it's info on Civ's location in the registry. :)

Mynex
Nov 03, 2010, 10:22 PM
It pretty much does that already. ;D It mirrors the game's database exactly, and that database is updated by the xml in the same way as the game's database is, so you can just load XML files up at will and it will integrate that xml's changes into the editor's database and reflect the changes there and then, be that tech tree changes or additional / removed units.

re: 'allow x terrain improvement' etc. Not yet, but it will do. :)

Hmm... let me be more specific, I don't think I was...

What I was thinking (and didn't explain very well) was that it would do something like this;

1. Load base xml files from civ install (i.e. clean files - in theory, if no one has changed them)

2. Load 'Mod Files' - Choose/Load an XML file NOT base/core file and reads the changes in that file.

That's the tricky part - Either it would need to apply those changes in your editor for ease (probably the easier way) OR have the items loaded from the mod as 'options' to use THEN writing whatever changes you make (Preferred?)

Example 1;
1. Load base/core civ5 xml files.
2. choose 'Mod-Add 5 units'
3. Your program applies the '5 units' from the mod, making any/all changes as outlined in the xml of the mod.
4. use your program.

Example 2;
1. Load base/core civ5 xml files.
2. choose 'Mod-Add 5 units'
3. Your program makes the '5 units' available from the mod to be used.
4. I make some changes to the base/core files and decide to add only 2 of the '5 units' from the mod.


The difference is applying a mod wholesale up front vs only writing what I want from a mod.

For most people it won't be a noticeable thing, but those working on advanced mods (or mod merging perhaps) will notice what seems to be a tiny thing like that.

Maybe Units wasn't the best example, maybe prereq's would have been better (looking at your image in the 1st post of page 2 as inspiration) or buildings, but I hope I got my idea across better this time.

Perhaps both options?

Or none, it is your baby after all... I'm just tossing ideas at you. :)

Either way, I plan to use the hell out of your app. :D

lemmy101
Nov 03, 2010, 10:42 PM
Hmm... let me be more specific, I don't think I was...

What I was thinking (and didn't explain very well) was that it would do something like this;


I understood you perfectly. :p

How it works now (bugs and missing bits aside)

1. You load the editor, it loads in the base unmodded database in the background. The base database is NEVER changed, it creates a duplicate and the duplicate is what everything that happens thereafter happens to.

2. You add a few techs, they are added to your duplicate database. You delete a unit, it's deleted from your duplicated database.

3. You spot a mod called '10 new units, 6 new techs and 30 new wonders!' and unpack it on your harddrive.

4. You go to the open dialog, and go into the XML directory and multiselect 'UnitA.xml', 'UnitB.xml' and 'UnitC.xml'

5. UnitA, UnitB and UnitC appear on the toolbox palette as unassigned units after the xml files you loaded are integrated to your duplicated database. As long as the xml your loading up is separated sensibly, then you can load or as much of the mod as you like.

6. You open UnitA's properties, change his icons and stats.

7. You drag the units onto the techs you want to unlock them.

8. You save. It pops up the conflict dialog, saying that UnitA goes obsolete when it hits one of the techs from the other mod that you've not loaded into YOUR database, and gives you a drop down box of all techs in your mod, to ask if you'd like to reassign it to.

9. It pops up another warning, saying that UnitB upgrades to UnitD who's not in your mod, and gives you a drop down of all the units in your modded game to select what he upgrades to instead.

10. Once all conflicts have been resolved, it compares your duplicated database against the unchanged base one, and based on the differences it generates you (at the moment one, but ultimately a few) XML files with just the changes necessary to take the unmodded game to 'where it is now' in your database. 'Where it is now is a combination of stuff you've loaded and stuff you've edited, added and deleted in the editor, it's all completely transparent.

Once a mod, or part of a mod, is loaded into the editor, then it's ties to that mod end, it's just changed data in your updated database to be saved out as your mod.
;D

Valkrionn
Nov 03, 2010, 10:54 PM
Man. From the sounds of it, this should really be a default tool rather than a third party app. :lol:

Dale
Nov 03, 2010, 11:24 PM
Nexis? Why not ModBuddy?

lemmy101
Nov 03, 2010, 11:31 PM
Nexis? Why not ModBuddy?

I searched high and low through the registry for like 2 hours looking for one bloody reliable indicator of Civ 5 install directory... if you could point me at a modbuddy one then that'd be awesome :)

UPDATE:

http://www.theindiestone.com/lemmyandbinky.com/civ2/techicons.png

:)

Dale
Nov 03, 2010, 11:39 PM
I searched high and low through the registry for like 2 hours looking for one bloody reliable indicator of Civ 5 install directory... if you could point me at a modbuddy one then that'd be awesome :)



Did you try here? :)

HKCU\Software\Firaxis\Tools\ToolAssetPath
HKLM\Software\Wow6432Node\Firaxis\Civilization5\In stallPath

lemmy101
Nov 03, 2010, 11:41 PM
will look into those, thank you! :D

Dale
Nov 03, 2010, 11:43 PM
Note I'm on 64-bit OS, so if you're on 32-bit OS the key won't be in Wow6432Node.

Mynex
Nov 04, 2010, 01:31 AM
Well then... I repeat what I said in another thread...

Lemmy is god! :lol:

(and again, if people don't know what movie that's from, shame on you! ;p)

I don't code (not real code as in c++ or the like), but I design utils and GUI's for tabletop RPGs for my coders...

So my brain is always twinking out on new features or improvements to things.

I saw you have done this pro for 10 or so years... so if I get on your nerves with requests or over explaining myself, I apologize, it's an occupational hazard. :p

I'll try to think of more esoteric things to throw at you now, since you have the basics done! *grin*

Oh, yea, when are you going to get to right click menus damnit! ;)

Civ Fuehrer
Nov 04, 2010, 11:49 AM
Man. From the sounds of it, this should really be a default tool rather than a third party app. :lol:

Dude, seriously. I think you should replace whoever is in charge of making modding tools, you have the umph necessary to create these tools and ideas for tools. Not just being hired for programming capabilities.

Valkrionn
Nov 04, 2010, 11:55 AM
Careful there: Keep in mind that without those tools, a lot of this wouldn't be possible.

It is also the same guy making said tools who designed the entire modding architecture; A much larger project.

BomberEscort
Nov 04, 2010, 12:05 PM
Something like this for unit editing would be great!

Dale
Nov 04, 2010, 01:08 PM
Dude, seriously. I think you should replace whoever is in charge of making modding tools, you have the umph necessary to create these tools and ideas for tools. Not just being hired for programming capabilities.

Yeah, please don't target the guy making the mod tools. He did a fantastic job with what he could. Your target is elsewhere in reality.

lemmy101
Nov 04, 2010, 02:48 PM
Yeah for one, as I said in the original Nexus Buddy post, the whole of Nexus Buddy is little more than a UI wrapper around Nexus's DLLs. Okay it went beyond that in the end with the XML generation and whatnot, but I was basically circumnavigating the broken stuff and providing my own UI to do the same thing. All the complicated stuff I was just saying 'do it!'

And as for this, and the conflict resolver, they're not really the sort of thing the guy making the mod tools would be tasked to do, as they don't really allow you to do anything new, just do stuff easier. Again I'm just building on his awesome XML / SQL architecture with a shiny looking tool. Without his work a lot of it wouldn't be possible. Also as Valk said he had a much larger responsibility to making the in-game mod architecture, and the SQL framework the entire game is built on. As much as we hate to admit it modding is clearly bottom of the priority list when it comes to post release patches and whatnot.

Also remember: I'm doing this as a hobby. If I was doing it as a job I probably wouldn't be sat up till 6am on a weekend working on it. :p

So yeah if I was in his place it would be at best the same and at worst (and more likely) worse, you wouldn't have got these tools then either. ;D

Landiron
Nov 05, 2010, 06:38 AM
thx for this great tool ;)

I'm just wondering if it is/ or will be possible to enlarge the available grid in future releases, so that the techtree won't become so clustered once I add more techs.

lemmy101
Nov 05, 2010, 06:49 AM
Hi, the grid mirrors the one in the game exactly so I'm not sure how this would work? The idea is what you see is what you get, and I'm concerned that allowing the editor to display techs in a way the game wouldn't would lead to confusion when creating tech trees.

JSnider
Nov 05, 2010, 06:56 AM
Haven't tried this yet but was wondering if it would work with the mod for multiple tech tree levels??? I'll probably ck this weekend but if someone has already done so would save some time .. just curious.

lemmy101
Nov 05, 2010, 06:58 AM
Not yet but it may do in the future when it's complete, with the author's permission of course. :)

lemmy101
Nov 05, 2010, 07:17 AM
We're not too far from release now, sorry for the wait but this is a huge update.

Demo of the mod loading:

http://www.theindiestone.com/lemmyandbinky.com/civ2/techtest1.png

Loaded with the default tech tree. Ignore the missing icons on the right will sort these out.

http://www.theindiestone.com/lemmyandbinky.com/civ2/techtest2.png

Loading up Jaythekiller's unit. Select both the language and the unit xml files.

http://www.theindiestone.com/lemmyandbinky.com/civ2/techtest3.png

Bingo!

http://www.theindiestone.com/lemmyandbinky.com/civ2/techtest4.png

Now Deliverator's Redcoat and Continental Infantry.

http://www.theindiestone.com/lemmyandbinky.com/civ2/techtest5.png

Now we have three new units!

http://www.theindiestone.com/lemmyandbinky.com/civ2/techtest6.png

Just drag them from the panel onto the techs, save, and we're done!


<GameData>
<Language_en_US>
<Row Tag="TXT_KEY_CIVIL_UNIT_KNIGHT_TEMPLAR">
<Text>Created By Indiestone Nexus Buddy.</Text>
</Row>
<Row Tag="TXT_KEY_UNIT_KNIGHT_TEMPLAR">
<Text>Knight_templar</Text>
</Row>
<Row Tag="TXT_KEY_STRATEGY_UNIT_KNIGHT_TEMPLAR">
<Text>Created By Indiestone Nexus Buddy.</Text>
</Row>
<Row Tag="TXT_KEY_HELP_UNIT_KNIGHT_TEMPLAR">
<Text>Created By Indiestone Nexus Buddy.</Text>
</Row>
<Row Tag="TXT_KEY_UNIT_REDCOAT">
<Text>Redcoat</Text>
</Row>
<Row Tag="TXT_KEY_CIV5_UNITS_REDCOAT">
<Text>Created using Nexus Buddy.</Text>
</Row>
<Row Tag="TXT_KEY_UNIT_CONTINENTAL_INF">
<Text>Continental Infantry</Text>
</Row>
<Row Tag="TXT_KEY_CIV5_UNITS_CONTINENTAL_INF">
<Text>Created using Nexus Buddy.</Text>
</Row>
</Language_en_US>
<Technologies />
<UnitClasses>
<Row>
<Type>UNITCLASS_KNIGHT_TEMPLAR</Type>
<Description>TXT_KEY_UNIT_KNIGHT_TEMPLAR</Description>
<DefaultUnit>UNIT_KNIGHT_TEMPLAR</DefaultUnit>
</Row>
<Row>
<Type>UNITCLASS_REDCOAT</Type>
<Description>TXT_KEY_UNIT_REDCOAT</Description>
<DefaultUnit>UNIT_REDCOAT</DefaultUnit>
</Row>
<Row>
<Type>UNITCLASS_CONTINENTAL_INF</Type>
<Description>TXT_KEY_UNIT_CONTINENTAL_INF</Description>
<DefaultUnit>UNIT_CONTINENTAL_INF</DefaultUnit>
</Row>
</UnitClasses>
<Units>
<Row>
<Class>UNITCLASS_KNIGHT_TEMPLAR</Class>
<Type>UNIT_KNIGHT_TEMPLAR</Type>
<PrereqTech>TECH_ANIMAL_HUSBANDRY</PrereqTech>
<Combat>6</Combat>
<Cost>1</Cost>
<Moves>2</Moves>
<CombatClass>UNITCOMBAT_MELEE</CombatClass>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
<Description>TXT_KEY_UNIT_KNIGHT_TEMPLAR</Description>
<Civilopedia>TXT_KEY_CIVIL_UNIT_KNIGHT_TEMPLAR</Civilopedia>
<Strategy>TXT_KEY_STRATEGY_UNIT_KNIGHT_TEMPLAR</Strategy>
<Help>TXT_KEY_HELP_UNIT_KNIGHT_TEMPLAR</Help>
<MilitarySupport>true</MilitarySupport>
<MilitaryProduction>true</MilitaryProduction>
<Pillage>true</Pillage>
<Conscription>1</Conscription>
<XPValueAttack>3</XPValueAttack>
<XPValueDefense>3</XPValueDefense>
<UnitArtInfo>ART_DEF_UNIT_KNIGHT_TEMPLAR</UnitArtInfo>
<UnitFlagIconOffset>3</UnitFlagIconOffset>
<IconAtlas>UNIT_ATLAS_1</IconAtlas>
<PortraitIndex>3</PortraitIndex>
</Row>
<Row>
<Class>UNITCLASS_REDCOAT</Class>
<Type>UNIT_REDCOAT</Type>
<PrereqTech>TECH_POTTERY</PrereqTech>
<Combat>8</Combat>
<Cost>1</Cost>
<Moves>4</Moves>
<CombatClass>UNITCOMBAT_MELEE</CombatClass>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
<Description>TXT_KEY_UNIT_REDCOAT</Description>
<Civilopedia>TXT_KEY_CIV5_UNITS_REDCOAT</Civilopedia>
<Strategy>TXT_KEY_CIV5_UNITS_REDCOAT</Strategy>
<Help>TXT_KEY_CIV5_UNITS_REDCOAT</Help>
<MilitarySupport>true</MilitarySupport>
<MilitaryProduction>true</MilitaryProduction>
<Pillage>true</Pillage>
<XPValueAttack>3</XPValueAttack>
<XPValueDefense>3</XPValueDefense>
<UnitArtInfo>ART_DEF_UNIT_REDCOAT</UnitArtInfo>
<UnitFlagIconOffset>3</UnitFlagIconOffset>
<IconAtlas>UNIT_ATLAS_1</IconAtlas>
<PortraitIndex>3</PortraitIndex>
</Row>
<Row>
<Class>UNITCLASS_CONTINENTAL_INF</Class>
<Type>UNIT_CONTINENTAL_INF</Type>
<PrereqTech>TECH_ARCHERY</PrereqTech>
<Combat>8</Combat>
<Cost>1</Cost>
<Moves>4</Moves>
<CombatClass>UNITCOMBAT_MELEE</CombatClass>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
<Description>TXT_KEY_UNIT_CONTINENTAL_INF</Description>
<Civilopedia>TXT_KEY_CIV5_UNITS_CONTINENTAL_INF</Civilopedia>
<Strategy>TXT_KEY_CIV5_UNITS_CONTINENTAL_INF</Strategy>
<Help>TXT_KEY_CIV5_UNITS_CONTINENTAL_INF</Help>
<MilitarySupport>true</MilitarySupport>
<MilitaryProduction>true</MilitaryProduction>
<Pillage>true</Pillage>
<XPValueAttack>3</XPValueAttack>
<XPValueDefense>3</XPValueDefense>
<UnitArtInfo>ART_DEF_UNIT_CONTINENTAL_INF</UnitArtInfo>
<UnitFlagIconOffset>3</UnitFlagIconOffset>
<IconAtlas>UNIT_ATLAS_1</IconAtlas>
<PortraitIndex>3</PortraitIndex>
</Row>
</Units>
</GameData>


No ArtDefine support yet, I'm afraid, but will look into adding that at a later time. :)

ripple01
Nov 05, 2010, 07:26 AM
Wow. I don't think I'm overstating that this is going to revolutionize CivV modding. Awesome job!

lemmy101
Nov 05, 2010, 07:56 AM
Let's try something a bit more ambitious:

http://www.theindiestone.com/lemmyandbinky.com/civ2/techtest7.png

http://www.theindiestone.com/lemmyandbinky.com/civ2/techtest8.png

Yikes!

http://www.theindiestone.com/lemmyandbinky.com/civ2/techtest9.png

http://www.theindiestone.com/lemmyandbinky.com/civ2/techtest10.png

http://www.theindiestone.com/lemmyandbinky.com/civ2/techtest11.png

http://www.theindiestone.com/lemmyandbinky.com/civ2/techtest13.png

That, as far as I can tell, has loaded up EVERYTHING. All buildings, units and techs, promotions, specialists, from Procylon's Call to Power Project.

Dragging a few things off techs and into the side panel confirms:

http://www.theindiestone.com/lemmyandbinky.com/civ2/techtest12.png

All this from selecting the files and clicking 'ok'.

I really didn't expect that to work first time. A few warnings though, (but I suspect this is because it's an alpha and a lot of the errors the editor detects may go unnoticed/ignored in-game)

EDIT: Turns out it wasn't perfect. The tech positioning was screwed. I've updated the pics so technically 'work first time' isn't strictly accurate anymore. ;D

Decimatus
Nov 05, 2010, 08:05 AM
Wow, that is wonderful. :)

Though, I can tell you right off the bat that the tech grid placement is off. Did you load it over your current configuration?

lemmy101
Nov 05, 2010, 08:07 AM
Yeah it starts from the completely unmodded database. Perhaps it's not updating them or something? Seems to work with my test xml files ok. What is wrong with it in particular? I'll load it up in a bit to check how it differs.

Decimatus
Nov 05, 2010, 08:09 AM
A few warnings though, (but I suspect this is because it's an alpha and a lot of the errors the editor detects may go unnoticed/ignored in-game)

Yeah, I imagine once I get my hands on your conflict resolutionator that I will fix more bugs in an hour than I have in the past 2 weeks. :p

lemmy101
Nov 05, 2010, 08:11 AM
Yeah, I imagine once I get my hands on your conflict resolutionator that I will fix more bugs in an hour than I have in the past 2 weeks. :p

:D

Also just in case you didn't know, did you know that:

<Update>
<Set GridX="1"/>
<Where Type="TECH_POTTERY"/>
</Update>
<Update>
<Set GridY="5"/>
<Where Type="TECH_POTTERY"/>
</Update>

could be changed to:

<Update>
<Set GridX="1" GridY="5" />
<Where Type="TECH_POTTERY"/>
</Update>

Decimatus
Nov 05, 2010, 08:12 AM
Yeah it starts from the completely unmodded database. Perhaps it's not updating them or something? Seems to work with my test xml files ok. What is wrong with it in particular? I'll load it up in a bit to check how it differs.

Well specifically, as a first example, Masonry is smashed down on bronze and it looks like bronze has either the pyramids or the Sphinx. So it appears that some buildings are also out of place.

Archery is also supposed to be 1 Y under bronze, but somehow it is up in column 2 instead of 3.

There are quite a lot of techs that are simply out of position.

Also just in case you didn't know, did you know that:

Yeah I didn't know that when I started modding the tech tree a month or two ago. :)

Decimatus
Nov 05, 2010, 08:16 AM
Also, it looks like my improvement tech changes aren't showing.

Same with the eras, which may be a result of my adding 1 and changing another.

lemmy101
Nov 05, 2010, 08:19 AM
Nah, the era panel is broken at the mo. ;D

Well this is good then it gives me something to use to get the loading process perfect. :)

Decimatus
Nov 05, 2010, 08:21 AM
Nah, the era panel is broken at the mo. ;D

Well this is good then it gives me something to use to get the loading process perfect. :)

Nice. I wish you luck and expedient bug smashing! Can't wait to get my hands on this. I will check back in the morning to see if you made any progress. :)

lemmy101
Nov 05, 2010, 08:27 AM
Also the BUILD_REMOVE_JUNGLE and PROMOTION_EMBARKATION, the only two that appear to be changed in your mod, are ones I've not added the icons for yet. :) only got pastures and whatnot with icons so far.

lemmy101
Nov 05, 2010, 08:39 AM
Edited history. :) the tech positioning is now working. It was only positioning new techs, not updated ones.

Also the 'pyramid' you pointed out is the Krepost, a UB. The editor doesn't filter them out, so this is correct as it replaces the barracks. :D

Mynex
Nov 05, 2010, 09:03 AM
Lemmy, Lemmy, Lemmy... *shakes head*

Be a good lad now and promise us, after you get this initial release out, that you will go out and _relax_ ... have a beer/shot/mixed drink man...

Don't want you to get burned out before the next version. ;)

*starts pacing, waiting for release*

lemmy101
Nov 05, 2010, 09:29 AM
This is how I relax. ;D sad huh?

Mynex
Nov 05, 2010, 09:36 AM
I didn't say you couldn't code while drinking! ;)

I didn't say you couldn't take a laptop with you. ;)

I said go out and relax! ;p

So take the laptop to a bar with wifi, have a drink, and code! :D

lemmy101
Nov 05, 2010, 09:45 AM
:D sounds like a plan!

lemmy101
Nov 05, 2010, 12:53 PM
http://www.theindiestone.com/lemmyandbinky.com/civ2/mymod.png

Output of Procylon's Call to Power Project after being loaded and saved out.

Note MyMod is just the test prefix I'm not claiming credit! :D

Note it's not just spitting out the same files. This is completely new xml created from scratch from the modded editor database, which could feasibly incorporate other changes or mods put into it. Each 'type of stuff' all nicely neat in its own file instead of all bunged in together like the current release version. Now if this works in-game without any glitches...

We're close, people!

I'm pretty confident of a release tomorrow. My gf is coming tonight so my coding time is drawing to an end for the evening. ;D

Decimatus
Nov 06, 2010, 04:01 AM
Still going at it with the GF eh? Stallion!

Hope you saved some energy in those fingers of yours. :)

TheChanger
Nov 06, 2010, 07:56 AM
Her Lemmy,

i downloaded the early alpha, but when i try to run it i get this error (see attached) i dunno if im missing something here:confused:

lemmy101
Nov 06, 2010, 08:29 AM
:D well the clue is in the error. :p you need .NET Framework 4 installed:

http://www.microsoft.com/downloads/en/details.aspx?FamilyID=9cfb2d51-5ff4-4491-b0e5-b386f32c0992&displaylang=en

Sorry I forgot to update the main post it says 3.5 still.

Mynex
Nov 06, 2010, 01:02 PM
Lemmy is there any way this can be used (or modified depending on difficulty) to detect and report mod conflicts or should that be a separate app?

Something does does an internal diff between files (XML and LUA) and provides a detailed report perhaps?

I keep running into some strange behavior with mods, graphics related*, and thought since your got this far with essentially mod merging, that maybe your app here could do that.

*by strange I mean civs will be blank on the game screen - no name, colors, unit icons... diplo screens play animations but having nothing on them, barbarian units destroyed stay on the map (this one clears up with a game restart)... I've narrowed down the problem mods, but I like the ones involved (so I'm going to end up merging them myself)...

Meh, just a thought.

Soooo... when's release of the next version? ;)

lemmy101
Nov 06, 2010, 01:34 PM
I'm getting there. :D Just wrapping up a few bloody annoying bugs now. The first release will likely be a bit wobbly anyway, it's purely an experimental alpha release so don't expect it to be solid and ALWAYS BACK UP. ;D

re: mod conflicts, do you mean the results of having multiple mods activated at the same time? Interesting idea! :) I could add that fairly easily. Though not Lua I'm afraid, just XML.

lemmy101
Nov 06, 2010, 05:39 PM
ENJOY!

http://www.theindiestone.com/lemmyandbinky.com/civ2/IndieStoneTechTreeEditor0_9a.zip

http://www.theindiestone.com/lemmyandbinky.com/civ2/techedit.png

NOTE: This is an alpha version. It's also undergone massive development since the last version, so don't get annoyed if anything funny happens and your mod gets corrupted or something, not that it should. Make sure to back-up and don't overwrite any of your stuff!

Instructions and stuff coming soon. ;D

lemmy101
Nov 06, 2010, 05:59 PM
New features:

Drag and drop!


http://www.theindiestone.com/lemmyandbinky.com/civ2/feat11.png

Just drag your units, buildings and 'builds' around between techs, or to and from the 'unassigned' side panel!

http://www.theindiestone.com/lemmyandbinky.com/civ2/feat8.png

... which is where all the things with no prerequisite tech set are to be found! :)


Conflict finder finds any conflicts in your mod


http://www.theindiestone.com/lemmyandbinky.com/civ2/conf2.png

Will find any reference to non existent types in your entire mod database. Whether you've imported units that have prerequisite technologies from the mod you pilfered them from, or deleted every civilization in the game, it will tell you about it and provide you with options on how you'd like to deal with the conflict.

More info here: http://forums.civfanatics.com/showthread.php?t=396304


Full era support!


http://www.theindiestone.com/lemmyandbinky.com/civ2/feat9.png
http://www.theindiestone.com/lemmyandbinky.com/civ2/feat10.png

Add and delete eras, and drag their start / end handles to make them encompass more or less techs.

http://www.theindiestone.com/lemmyandbinky.com/civ2/feat12.png


Right click to edit the database row directly.


http://www.theindiestone.com/lemmyandbinky.com/civ2/feat1.png

http://www.theindiestone.com/lemmyandbinky.com/civ2/feat2.png

http://www.theindiestone.com/lemmyandbinky.com/civ2/feat3.png

the row editor, whilst a bit ugly at the moment, will allow you to poke about at anything on the tech tree in detail. It also has auto completion for all the fields that reference other database objects making it easy to reassign things:

http://www.theindiestone.com/lemmyandbinky.com/civ2/feat4.png

In the future this will be expanded to allow you to edit the entire database as you wish, and it will always generate you modular XML with update statements.

Duplicate rows.

http://www.theindiestone.com/lemmyandbinky.com/civ2/feat13.png

Any row, from a tech to a building or unit, can be duplicated with the right click menu.

http://www.theindiestone.com/lemmyandbinky.com/civ2/feat14.png

http://www.theindiestone.com/lemmyandbinky.com/civ2/feat15.png

Then you can open the database row and edit your copy, changing its name, appearance, icon and stats.

Import mods!


http://www.theindiestone.com/lemmyandbinky.com/civ2/feat5.png
http://www.theindiestone.com/lemmyandbinky.com/civ2/feat6.png

Import a mod from a .modinfo file and have it integrate that mod's xml into the editor using that mod's proper OnModActivated ordering.


Non-destructive loading / saving (bugs aside)


When you load in XML data those changes are stored in the editor database, regardless of what data it is or whether the editor uses it itself, so will be there when it's saved out. So you can edit the XML of the editor output directly, without worrying about messing it up if you need to reload in the editor again later.

Note: The XML generation still needs some work, in cases where you do an XML line to delete, say, all American city names, load that XML in and then export, the resulting XML will have each of those cities as separate delete nodes instead of one catch all delete. I will work on making this generate more compact XML as I go.


Auto generates modular export XML files


http://www.theindiestone.com/lemmyandbinky.com/civ2/feat7.png

All changes categorized in their relevant files. It also autogenerates you an anti crash ID fixinator (FinalIDReordering.sql) to put last in your action list. Unlike the general ID fix, this SQL only has tables that have been found by the editor to have non sequential IDs.

Valkrionn
Nov 06, 2010, 06:03 PM
Looks great! One thing I'd like to see: Possible to drag an item from one tech to another, rather than just from the "unassigned" section to a tech?

lemmy101
Nov 06, 2010, 06:05 PM
Looks great! One thing I'd like to see: Possible to drag an item from one tech to another, rather than just from the "unassigned" section to a tech?

Er you can. :p

Valkrionn
Nov 06, 2010, 06:12 PM
Huh. So you can. It wasn't working when I added my mod's buildings to a tech, for one reason or another. Works now, at least.

Love that you can load just the modinfo file, btw. ;)

lemmy101
Nov 06, 2010, 06:16 PM
Yeah there may be cases when it gets confused. It'll improve with time, as I say this is a really early alpha I'm sure there are plenty of bugs, we just got sick of waiting to release. ;D

Valkrionn
Nov 06, 2010, 06:17 PM
Now you just need to do the same for unit/building/civ/etc creation. :goodjob:

lemmy101
Nov 06, 2010, 06:37 PM
* Fixed a bug stopping drag drop working when scrolled vertically down in the tech tree.

Valkrionn
Nov 06, 2010, 06:39 PM
Ah. That would certainly explain my issue. :lol:

Fariic
Nov 06, 2010, 07:25 PM
When I try to run the .exe it tells me that my VS10 license is invalid and I need to reinstall.

Edit: Nevermind.
Ran the IndieStoneTechEditor App. instead.
I'm a little full of stupid lately.

Le Sage
Nov 07, 2010, 12:42 AM
Yay! I've been waiting for this. What an excellent way to begin my day. A cup of coffee, five cigs and the latest version of the Indiestone Visual Tech Tree Editor.

Edit: Do I need to install it to somewhere special, because nothing happens when I click the IndiestoneTechEditor.exe?

lemmy101
Nov 07, 2010, 01:02 AM
How many files were in the zip? I just tried reuploading and the one up there was only 900 k which is way too small. I've done a few updates since I posted the first version a few hours back, so will have likely not put all the files in the zip on the last upload like a big silly.

Try DLing again now? there should be a bunch of files in there.

Le Sage
Nov 07, 2010, 01:08 AM
OK. That works a lot better. Thanks, man! :goodjob:

Holy Mother of God. It even looks impressive!

lemmy101
Nov 07, 2010, 01:14 AM
Thanks :D remember it's a really experimental build so be careful with your data and expect bugs. ;)

Le Sage
Nov 07, 2010, 02:05 AM
I did some small stuff for my mod using the Indiestone Editor. I had no errors at all. Just one, and I can suit myself for that one. The program crashed when I tried to use an Icon Atlas that did not exist.

The files it spat out were excellent. My whole mod is updated with this great stuff now. I did some simple edits. I added some techs and moved World Wonders off into disabled techs since I don't want the World Wonders to be buildable. I reassigned buildings and units to suitable techs really easily, I disabled and enabled techs and expanded the Medieval Era. All the stuff I did worked on the first try and the mod plays like a charm!

I bet you will be going on to make an Idiestone Visual Editor for the whole game; editing unis and buildings and perhaps other stuff in there as well. The Indiestone Tech Editor is really recommended and a must-have for all modders out there. It does save you a lot of trouble and time. Thanks again, Lemmy, for the Tech Editor. You're doing good and very much appreciated stuff and you're making Civ5 modding into what it really should be.

nudden
Nov 07, 2010, 05:06 AM
whooo...many thanks for your hard work. it'll make my work hopefully much easier and comfortable.

i had a problem when loading my mod file. please see the error message below. any idea?

System.Collections.Generic.KeyNotFoundException: Der angegebene Schlüssel war nicht im Wörterbuch angegeben.
bei System.Collections.Generic.Dictionary`2.get_Item(T Key key)
bei IndieStoneTools.AtlasManager.GetAtlasRowForEditor( String atlas)
bei IndieStoneTechEditor.TechUnlock..ctor(Civ5XmlGameD ataRow Row, UnlockType cat)
bei IndieStoneTechEditor.TechEditorGlobals.LoadNewRow( Civ5XmlGameDataRow row)
bei IndieStoneTechEditor.TechEditorGlobals.DB_LoadedDa tabase(Civ5XmlDatabase db)
bei IndieStoneCiv5XMLTools.Civ5XmlDatabase.OnLoadedDat abase()
bei IndieStoneCiv5XMLTools.Civ5XmlDatabase.SetExternal Load(Boolean bLoading)
bei IndieStoneTechEditor.TechTree.DoLoad(String[] FileNames)
bei IndieStoneTechEditor.TechTree.LoadMod()
bei IndieStoneTechEditor.Form1.modmodinfoIntoCurrentTo olStripMenuItem_Click(Object sender, EventArgs e)
bei System.Windows.Forms.ToolStripItem.RaiseEvent(Obje ct key, EventArgs e)
bei System.Windows.Forms.ToolStripMenuItem.OnClick(Eve ntArgs e)
bei System.Windows.Forms.ToolStripItem.HandleClick(Eve ntArgs e)
bei System.Windows.Forms.ToolStripItem.HandleMouseUp(M ouseEventArgs e)
bei System.Windows.Forms.ToolStripItem.FireEventIntera ctive(EventArgs e, ToolStripItemEventType met)
bei System.Windows.Forms.ToolStripItem.FireEvent(Event Args e, ToolStripItemEventType met)
bei System.Windows.Forms.ToolStrip.OnMouseUp(MouseEven tArgs mea)
bei System.Windows.Forms.ToolStripDropDown.OnMouseUp(M ouseEventArgs mea)
bei System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
bei System.Windows.Forms.Control.WndProc(Message& m)
bei System.Windows.Forms.ScrollableControl.WndProc(Mes sage& m)
bei System.Windows.Forms.ToolStrip.WndProc(Message& m)
bei System.Windows.Forms.ToolStripDropDown.WndProc(Mes sage& m)
bei System.Windows.Forms.Control.ControlNativeWindow.O nMessage(Message& m)
bei System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

keep up your awesome work:goodjob:

Decimatus
Nov 07, 2010, 05:17 AM
The newest version is not working for me. When I try to run the application it gives me an error about the file path. It looks like it is using an incorrect path:

C:\Program Files (x86)\Steam\steamapps\common\Assets\Gameplay

Should be:

C:\Program Files (x86)\Steam\steamapps\common\sid meier's civilization v\Assets\Gameplay


So it seems to be missing the sid meier's civilization v part.

I can continue on into the program, but loading mods and such does nothing.

Garett20
Nov 07, 2010, 05:18 AM
What happened to the Blank tree function? I can't seem to find it.

Decimatus
Nov 07, 2010, 05:24 AM
Here is the exception text:

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Program Files (x86)\Steam\steamapps\common\Assets\Gameplay\'.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileSystemEnumerableIterator`1.CommonIni t()
at System.IO.FileSystemEnumerableIterator`1..ctor(Str ing path, String originalUserPath, String searchPattern, SearchOption searchOption, SearchResultHandler`1 resultHandler)
at System.IO.Directory.InternalGetFileDirectoryNames( String path, String userPathOriginal, String searchPattern, Boolean includeFiles, Boolean includeDirs, SearchOption searchOption)
at System.IO.Directory.GetFiles(String path)
at IndieStoneCiv5XMLTools.Civ5XmlDatabase.LoadDir(Str ing s)
at IndieStoneCiv5XMLTools.Civ5XmlDatabase.Load()
at IndieStoneTechEditor.TechTree.FirstUpdate()
at IndieStoneTechEditor.TechTree.panel1_Paint(Object sender, PaintEventArgs e)
at System.Windows.Forms.Control.OnPaint(PaintEventArg s e)
at System.Windows.Forms.Control.PaintWithErrorHandlin g(PaintEventArgs e, Int16 layer)
at System.Windows.Forms.Control.WmPaint(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Mes sage& m)
at System.Windows.Forms.Control.ControlNativeWindow.O nMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

Mynex
Nov 07, 2010, 07:15 AM
The newest version is not working for me. When I try to run the application it gives me an error about the file path. It looks like it is using an incorrect path:

C:\Program Files (x86)\Steam\steamapps\common\Assets\Gameplay

Should be:

C:\Program Files (x86)\Steam\steamapps\common\sid meier's civilization v\Assets\Gameplay


So it seems to be missing the sid meier's civilization v part.

I can continue on into the program, but loading mods and such does nothing.

I get exactly the same thing as this... and when I go to the 'load' option, it's looking for files with the extension 'ismod' which doesn't exist... and no xml files can be selected.

lemmy101
Nov 07, 2010, 09:45 AM
I'm such a wally. Ok, try this one people... :)

Also:

What happened to the Blank tree function? I can't seem to find it.

It's not in there at the moment, if you want a blank tree just load in XML like;

<Technologies>
<Delete/>
</Technologies>

lemmy101
Nov 07, 2010, 09:46 AM
I get exactly the same thing as this... and when I go to the 'load' option, it's looking for files with the extension 'ismod' which doesn't exist... and no xml files can be selected.

That's cause you're trying to load an indie stone tech editor project that's saved when you export.

You need to 'Mod' your editor database with the 'Mod' menu.

Mynex
Nov 07, 2010, 10:33 AM
That's cause you're trying to load an indie stone tech editor project that's saved when you export.

You need to 'Mod' your editor database with the 'Mod' menu.

Got it... was expecting it under 'load'... cool.

But, get an error starting the editor... here's the info;

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.Xml.XmlException: The 'HandicapInfo_Goodies' start tag on line 558 position 3 does not match the end tag of 'Row'. Line 751, position 5.
at System.Xml.XmlTextReaderImpl.Throw(Exception e)
at System.Xml.XmlTextReaderImpl.Throw(String res, String[] args)
at System.Xml.XmlTextReaderImpl.ThrowTagMismatch(Node Data startTag)
at System.Xml.XmlTextReaderImpl.ParseEndElement()
at System.Xml.XmlTextReaderImpl.ParseElementContent()
at System.Xml.XmlTextReaderImpl.Read()
at System.Xml.XmlLoader.LoadNode(Boolean skipOverWhitespace)
at System.Xml.XmlLoader.LoadDocSequence(XmlDocument parentDoc)
at System.Xml.XmlLoader.Load(XmlDocument doc, XmlReader reader, Boolean preserveWhitespace)
at System.Xml.XmlDocument.Load(XmlReader reader)
at System.Xml.XmlDocument.Load(String filename)
at IndieStoneCiv5XMLTools.Civ5XmlDatabase.LoadTables( String file)
at IndieStoneCiv5XMLTools.Civ5XmlDatabase.Load()
at IndieStoneTechEditor.TechTree.FirstUpdate()
at IndieStoneTechEditor.TechTree.panel1_Paint(Object sender, PaintEventArgs e)
at System.Windows.Forms.Control.OnPaint(PaintEventArg s e)
at System.Windows.Forms.Control.PaintWithErrorHandlin g(PaintEventArgs e, Int16 layer)
at System.Windows.Forms.Control.WmPaint(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Mes sage& m)
at System.Windows.Forms.Control.ControlNativeWindow.O nMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
IndieStoneTechEditor
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///F:/Need%20to%20Sort/Civ5%20Stuff/IndieStoneTechEditor/IndieStoneTechEditor.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
IndieStoneTools
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///F:/Need%20to%20Sort/Civ5%20Stuff/IndieStoneTechEditor/IndieStoneTools.DLL
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

Le Sage
Nov 07, 2010, 10:33 AM
Yeah. The .ismod confused me at first too. The other menu imports your tech tree though. The file that the Editor puts out later isn't called .ismod either though. It has no file extension at all. Should I just rename it into Hundred Years War.ismod?

lemmy101
Nov 07, 2010, 10:42 AM
Er. It's called an ismod here. :S

Also new version up there!

http://www.theindiestone.com/lemmyandbinky.com/civ2/resources.png

Thanks to Sterkhov and his DDS tool that made the process of adding new types to the editor so much quicker. :)

lemmy101
Nov 07, 2010, 10:44 AM
Mynex, looks from the error like you've messed up your Civ 5 XML files somehow. A missing tag in Goody Huts? Have you changed them at all?

Mynex
Nov 07, 2010, 10:44 AM
Additionally.. Loading the base civ5 stuff isn't working... gives and error;

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(T Key key)
at IndieStoneTechEditor.Tech.Default(String value)
at IndieStoneTechEditor.Tech..ctor()
at IndieStoneTechEditor.TechEditorGlobals.CreateTech( )
at IndieStoneTechEditor.TechTree.designer_ElementAdde d(Object sender, ElementEventArgs e)
at IndieStoneTechEditor.Diagram.Designer.OnElementAdd ed(ElementEventArgs e)
at IndieStoneTechEditor.Diagram.Designer.OnDoubleClic k(EventArgs e)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Mes sage& m)
at System.Windows.Forms.UserControl.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.O nMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
IndieStoneTechEditor
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///E:/Utilities/Steam/steamapps/common/IndieStoneTechEditor.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
IndieStoneTools
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///E:/Utilities/Steam/steamapps/common/IndieStoneTools.DLL
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.



Now initially I created a new directory 'Civ5stuff' and dropped all of 'Assets' into their with your proggie in the root dir... worked on your initial release fine... Now I get the error from my last post when starting the program, hitting continue, using the 'Load/New from civ5 tree' option says it's loading, but nothing comes up... clicking on a blank slot to add a new tech gives the above error.

Tried moving the tech editor to the 'common' dir, to the root civ5 install dir, into the assets dir... all the same results.

There is no 'New blank tech tree' option, unless that's the default state at app start.

Mynex
Nov 07, 2010, 10:46 AM
Additionally, after starting app, choosing 'Mod' by '.modinfo' get you this error;

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at IndieStoneTechEditor.TechTree.DoLoad(String[] FileNames)
at IndieStoneTechEditor.TechTree.LoadMod()
at IndieStoneTechEditor.Form1.modmodinfoIntoCurrentTo olStripMenuItem_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Obje ct key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(Eve ntArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(Eve ntArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(M ouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventIntera ctive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(Event Args e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEven tArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(M ouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Mes sage& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Mes sage& m)
at System.Windows.Forms.Control.ControlNativeWindow.O nMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
IndieStoneTechEditor
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///E:/Utilities/Steam/steamapps/common/IndieStoneTechEditor.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
IndieStoneTools
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///E:/Utilities/Steam/steamapps/common/IndieStoneTools.DLL
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.




All in all, sadness.:(

But, coding is as much an art as a science... So I'll be patient... ... ... (is it fixed yet? ;p)

Mynex
Nov 07, 2010, 10:47 AM
Mynex, looks from the error like you've messed up your Civ 5 XML files somehow. A missing tag in Goody Huts? Have you changed them at all?

Nope, straight clean files. I'll go check again... but I've got nothing that messes with the goodyhut or handicap info's...

lemmy101
Nov 07, 2010, 10:54 AM
Additionally, after starting app, choosing 'Mod' by '.modinfo' get you this error;


Well you would do, it failed to load your Civ5 files so anything after that point will be broken. ;)

And it's C# going 'Load an XML file' so it's not even my code it's crashing in.

I have the line of code:

xml.Load("<civpath>\Civ5HandicapInfos.xml");

and it crashes in there. And it works fine on mine and others, so if c# XML loader says it's had <Row> tag mismatches then you must have inadvertently edited that file at some point.

I'm talking about your actual Civ 5 files, btw, not your mod. It's possible that the Civ 5 XML loader is less fussy than .NET's XML loader.

Le Sage
Nov 07, 2010, 10:58 AM
Er. It's called an ismod here. :S

Not here. I actually had to rename the file into an .ismod and it works OK. I hope it was because I was using the Editor version from this morning and that the new one changes it. Not that it's a biggie either.

lemmy101
Nov 07, 2010, 10:59 AM
That's really odd, but never mind :D

Mynex
Nov 07, 2010, 11:02 AM
Checked through again, nothing odd or out of place, went into the file and checked, changed/saved nothing, just closed it...

fired up the editor again... and now it's working. :s

I have no idea... sometimes my computer just decides to be a biatch for no reason. :|

*shrug* so nevermind... for now. :p

(looks purdy Lemmy... now to go play with it! :D)

Mynex
Nov 07, 2010, 11:08 AM
Request - Mouseover info on items in a tech... Right click options on them are spiffy to get to the editors and get the name... Not a high priority item, just a 'nifty'. :)

This is a phenomenal tool Lemmy... While there's still a few roadblocks in place for really hardcore mods, you've managed to overcome and make easy modding a lot of what we can.

Thank you.

lemmy101
Nov 07, 2010, 11:09 AM
* Added a menu option to 'Clear all techs'.

lemmy101
Nov 07, 2010, 11:11 AM
Request - Mouseover info on items in a tech... Right click options on them are spiffy to get to the editors and get the name... Not a high priority item, just a 'nifty'. :)

This is a phenomenal tool Lemmy... While there's still a few roadblocks in place for really hardcore mods, you've managed to overcome and make easy modding a lot of what we can.

Thank you.

Yeah that's something that's definitely planned, I figured it was lower priority now the right click menu is there for the name but now all the basics are in there it's going to be that kind of polish that makes a difference. :) Thanks!

nudden
Nov 07, 2010, 11:22 AM
Hey lemmy,

i get following error when loading my mods techtree xml. is the editor not able to load the new techs icon atlas graphics?

System.Collections.Generic.KeyNotFoundException: Der angegebene Schlüssel war nicht im Wörterbuch angegeben.
bei System.Collections.Generic.Dictionary`2.get_Item(T Key key)
bei IndieStoneTools.AtlasManager.GetAtlasRowForEditor( String atlas)
bei IndieStoneTechEditor.Tech.Draw(Graphics graphics, RectangleElement rectangle)
bei IndieStoneTechEditor.Diagram.RectangleNode.Draw(Gr aphics g)
bei IndieStoneTechEditor.Diagram.NodeElement.Draw(Grap hics g, Boolean drawConnector)
bei IndieStoneTechEditor.Diagram.Document.DrawElements (Graphics g, Rectangle clippingRegion)
bei IndieStoneTechEditor.Diagram.Designer.OnPaint(Pain tEventArgs e)
bei System.Windows.Forms.Control.PaintWithErrorHandlin g(PaintEventArgs e, Int16 layer)
bei System.Windows.Forms.Control.WmPaint(Message& m)
bei System.Windows.Forms.Control.WndProc(Message& m)
bei System.Windows.Forms.ScrollableControl.WndProc(Mes sage& m)
bei System.Windows.Forms.UserControl.WndProc(Message& m)
bei System.Windows.Forms.Control.ControlNativeWindow.O nMessage(Message& m)
bei System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

lemmy101
Nov 07, 2010, 11:25 AM
Hmm it should do, but perhaps not. Will look into it, ta. :)

Could you give me your atlas XML and one of your techs that use it's XML? so I can replicate your situation here? I can sort out the DDS myself if you'd rather not share yet. :)

nudden
Nov 07, 2010, 11:31 AM
Hmm it should do, but perhaps not. Will look into it, ta. :)

Could you give me your atlas XML and one of your techs that use it's XML? so I can replicate your situation here? I can sort out the DDS myself if you'd rather not share yet. :)

send you the whole files. hope that will help you. thanks for your help:)

edit: oops...they're not attached...wait a second

Icon Atlas xml example:
<Row>
<Atlas>CIV_UNIT_ATLAS_MWM</Atlas>
<IconSize>256</IconSize>
<Filename>UnitIconsMWM256.dds</Filename>
<IconsPerRow>8</IconsPerRow>
<IconsPerColumn>8</IconsPerColumn>
</Row>

tech using this atlas example:
<Row>
<Type>TECH_STORYTELLING</Type>
<Cost>25</Cost>
<Description>Storytelling</Description>
<Civilopedia>TXT_KEY_TECH_STORYTELLING_DESC</Civilopedia>
<Help>TXT_KEY_TECH_STORYTELLING_HELP</Help>
<Era>ERA_ANCIENT</Era>
<Trade>true</Trade>
<GoodyTech>true</GoodyTech>
<GridX>0</GridX>
<GridY>5</GridY>
<Quote>"Storytelling reveals meaning without committing the error of defining it." - Hannah Arendt</Quote>
<PortraitIndex>17</PortraitIndex>
<IconAtlas>CIV_UNIT_ATLAS_MWM</IconAtlas>
<AudioIntro>AS2D_TECH_STORYTELLING</AudioIntro>
<AudioIntroHeader>AS2D_HEADING_TECH_STORYTELLING</AudioIntroHeader>
</Row>

lemmy101
Nov 07, 2010, 11:37 AM
Ah well that's why the editor's crashing. It looks for the 64x64 version for displaying the tech icons and 45x45 icons for units etc. Will get it to check and pick a higher one and shrink it otherwise.

Mynex
Nov 07, 2010, 11:39 AM
Feedback;

Scroll wheel doesn't work on 'unassigned' or the info window below it (does on the Atlas Manager)

After Deleting all Techs

No Icons for;
Builds; Construct a Road, Construct a Railroad, Remove Jungle, Chop Down a Forest, Clear Marsh

Buildings: Walls of Babylon (Which is duplicated)

Units; SS Stasis Chamber, SS Engine, Keshik, Bowman (Which is duplicated)

Need to add a blank line below the last of the unassigned resources and the header for unassigned builds (Other 'last line' and 'headers' have this line)

Those are the quick and obvious ones... if/as I find more, I'll let you know.

EDIT - ADD
Scroll wheel doesn't work on Row Editor
The duplicate bowman thing - Plain load of default files, I see 2 icons under archery for bowman - right clicking on 1st displays archer info, right clicking on 2nd displays hanging gardens.

nudden
Nov 07, 2010, 11:39 AM
Ah well that's why the editor's crashing. It looks for the 64x64 version for displaying the tech icons and 45x45 icons for units etc. Will get it to check and pick a higher one and shrink it otherwise.

was just an example. the whole icon atlas xml is here (i have 64x64 and 45x45 icons):

<?xml version="1.0" encoding="utf-8"?>
<!-- Created by ModBuddy on 10/11/2010 6:25:18 PM -->
<GameData>
<IconTextureAtlases>
<Row>
<Atlas>CIV_UNIT_ATLAS_MWM</Atlas>
<IconSize>256</IconSize>
<Filename>UnitIconsMWM256.dds</Filename>
<IconsPerRow>8</IconsPerRow>
<IconsPerColumn>8</IconsPerColumn>
</Row>
<Row>
<Atlas>CIV_UNIT_ATLAS_MWM</Atlas>
<IconSize>214</IconSize>
<Filename>UnitIconsMWM214.dds</Filename>
<IconsPerRow>8</IconsPerRow>
<IconsPerColumn>8</IconsPerColumn>
</Row>
<Row>
<Atlas>CIV_UNIT_ATLAS_MWM</Atlas>
<IconSize>128</IconSize>
<Filename>UnitIconsMWM128.dds</Filename>
<IconsPerRow>8</IconsPerRow>
<IconsPerColumn>8</IconsPerColumn>
</Row>
<Row>
<Atlas>CIV_UNIT_ATLAS_MWM</Atlas>
<IconSize>80</IconSize>
<Filename>UnitIconsMWM80.dds</Filename>
<IconsPerRow>8</IconsPerRow>
<IconsPerColumn>8</IconsPerColumn>
</Row>
<Row>
<Atlas>CIV_UNIT_ATLAS_MWM</Atlas>
<IconSize>64</IconSize>
<Filename>UnitIconsMWM64.dds</Filename>
<IconsPerRow>8</IconsPerRow>
<IconsPerColumn>8</IconsPerColumn>
</Row>
<Row>
<Atlas>CIV_UNIT_ATLAS_MWM</Atlas>
<IconSize>45</IconSize>
<Filename>UnitIconsMWM45.dds</Filename>
<IconsPerRow>8</IconsPerRow>
<IconsPerColumn>8</IconsPerColumn>
</Row>
<Row>
<Atlas>CIV_UNIT_ATLAS_MWM</Atlas>
<IconSize>32</IconSize>
<Filename>UnitIconsMWM32.dds</Filename>
<IconsPerRow>8</IconsPerRow>
<IconsPerColumn>8</IconsPerColumn>
</Row>
<Row>
<Atlas>MWM_ICONS_ATLAS_2</Atlas>
<IconSize>256</IconSize>
<Filename>2ndIconsMWM256.dds</Filename>
<IconsPerRow>8</IconsPerRow>
<IconsPerColumn>8</IconsPerColumn>
</Row>
<Row>
<Atlas>MWM_ICONS_ATLAS_2</Atlas>
<IconSize>214</IconSize>
<Filename>2ndIconsMWM214.dds</Filename>
<IconsPerRow>8</IconsPerRow>
<IconsPerColumn>8</IconsPerColumn>
</Row>
<Row>
<Atlas>MWM_ICONS_ATLAS_2</Atlas>
<IconSize>128</IconSize>
<Filename>2ndIconsMWM128.dds</Filename>
<IconsPerRow>8</IconsPerRow>
<IconsPerColumn>8</IconsPerColumn>
</Row>
<Row>
<Atlas>MWM_ICONS_ATLAS_2</Atlas>
<IconSize>80</IconSize>
<Filename>2ndIconsMWM80.dds</Filename>
<IconsPerRow>8</IconsPerRow>
<IconsPerColumn>8</IconsPerColumn>
</Row>
<Row>
<Atlas>MWM_ICONS_ATLAS_2</Atlas>
<IconSize>64</IconSize>
<Filename>2ndIconsMWM64.dds</Filename>
<IconsPerRow>8</IconsPerRow>
<IconsPerColumn>8</IconsPerColumn>
</Row>
<Row>
<Atlas>MWM_ICONS_ATLAS_2</Atlas>
<IconSize>45</IconSize>
<Filename>2ndIconsMWM45.dds</Filename>
<IconsPerRow>8</IconsPerRow>
<IconsPerColumn>8</IconsPerColumn>
</Row>
<Row>
<Atlas>MWM_ICONS_ATLAS_2</Atlas>
<IconSize>32</IconSize>
<Filename>2ndIconsMWM32.dds</Filename>
<IconsPerRow>8</IconsPerRow>
<IconsPerColumn>8</IconsPerColumn>
</Row>
<Row>
<Atlas>MWM_ICONS_ATLAS_3</Atlas>
<IconSize>256</IconSize>
<Filename>3rdIconsMWM256.dds</Filename>
<IconsPerRow>8</IconsPerRow>
<IconsPerColumn>8</IconsPerColumn>
</Row>
<Row>
<Atlas>MWM_ICONS_ATLAS_3</Atlas>
<IconSize>214</IconSize>
<Filename>3rdIconsMWM214.dds</Filename>
<IconsPerRow>8</IconsPerRow>
<IconsPerColumn>8</IconsPerColumn>
</Row>
<Row>
<Atlas>MWM_ICONS_ATLAS_3</Atlas>
<IconSize>128</IconSize>
<Filename>3rdIconsMWM128.dds</Filename>
<IconsPerRow>8</IconsPerRow>
<IconsPerColumn>8</IconsPerColumn>
</Row>
<Row>
<Atlas>MWM_ICONS_ATLAS_3</Atlas>
<IconSize>80</IconSize>
<Filename>3rdIconsMWM80.dds</Filename>
<IconsPerRow>8</IconsPerRow>
<IconsPerColumn>8</IconsPerColumn>
</Row>
<Row>
<Atlas>MWM_ICONS_ATLAS_3</Atlas>
<IconSize>64</IconSize>
<Filename>3rdIconsMWM64.dds</Filename>
<IconsPerRow>8</IconsPerRow>
<IconsPerColumn>8</IconsPerColumn>
</Row>
<Row>
<Atlas>MWM_ICONS_ATLAS_3</Atlas>
<IconSize>45</IconSize>
<Filename>3rdIconsMWM45.dds</Filename>
<IconsPerRow>8</IconsPerRow>
<IconsPerColumn>8</IconsPerColumn>
</Row>
<Row>
<Atlas>MWM_ICONS_ATLAS_3</Atlas>
<IconSize>32</IconSize>
<Filename>3rdIconsMWM32.dds</Filename>
<IconsPerRow>8</IconsPerRow>
<IconsPerColumn>8</IconsPerColumn>
</Row>
</IconTextureAtlases>
</GameData>

lemmy101
Nov 07, 2010, 11:43 AM
One other thing, where is the atlas in your OnModActivated order?

nudden
Nov 07, 2010, 11:45 AM
One other thing, where is the atlas in your OnModActivated order?

here is my mods file:

<?xml version="1.0" encoding="utf-8"?>
<Mod id="4c15ef87-2f30-4bea-8f3e-0ad2a034a6dd" version="4">
<Properties>
<Name>Modern Warfare MOD v 3</Name>
<Stability>Alpha</Stability>
<Description>[COLOR_RED]Major Changes:[ENDCOLOR]
[NEWLINE]
- 2 Units per tile allowed
[NEWLINE]
- city hit points now 30, unit hit points now 15
[NEWLINE]
For further gameplay changes please see the ChangeLog.txt inside the mods folder (my documents/my games/Sid Meier's Civilization 5/MODS/Modern Warfare MOD) or visit the forum on civfanatics.com
[NEWLINE]Have fun!
[NEWLINE]Forum: http://forums.civfanatics.com/showthread.php?t=390447</Description>
<Authors>NuDDen</Authors>
<SpecialThanks>Kael (Modding Guide), Dark_Jedi06 (Legendary Earth MOD), Gedemon (R.E.D. Mod)</SpecialThanks>
<Homepage>http://forums.civfanatics.com/showthread.php?t=390447</Homepage>
<AffectsSavedGames>1</AffectsSavedGames>
<MinCompatibleSaveVersion>0</MinCompatibleSaveVersion>
<SupportsSinglePlayer>1</SupportsSinglePlayer>
<SupportsMultiplayer>1</SupportsMultiplayer>
<SupportsMac>1</SupportsMac>
<ReloadLandmarkSystem>0</ReloadLandmarkSystem>
<ReloadUnitSystem>1</ReloadUnitSystem>
</Properties>
<Dependencies />
<References />
<Blocks />
<Files>
<File md5="89D3531C54693066201ADDE9D21D36F7">Art/Icon Atlases/2ndIconsMWM128.dds</File>
<File md5="E031B30F44AC2C39B9A1751C4DF3D296">Art/Icon Atlases/2ndIconsMWM214.dds</File>
<File md5="DC949539DFC58B339D2044837F7B51AF">Art/Icon Atlases/2ndIconsMWM256.dds</File>
<File md5="1A3988136413DD7AA2173D750B6D083B">Art/Icon Atlases/2ndIconsMWM32.dds</File>
<File md5="DB8C2F4D62E486D8017868EC162CF9A9">Art/Icon Atlases/2ndIconsMWM45.dds</File>
<File md5="0ED9CF1EEECC6F82D90C9A01A7656D04">Art/Icon Atlases/2ndIconsMWM64.dds</File>
<File md5="A1192BA58AF7E55D1143B7062A187926">Art/Icon Atlases/2ndIconsMWM80.dds</File>
<File md5="9271355F2521336EDC5CB2EF0F3E33BD">Art/Icon Atlases/3rdIconsMWM128.dds</File>
<File md5="FF69A3211A2F5E06DE9606A1A09CADB9">Art/Icon Atlases/3rdIconsMWM214.dds</File>
<File md5="B40E4845406AB9DDA9D1E7B68DFFF805">Art/Icon Atlases/3rdIconsMWM256.dds</File>
<File md5="4D60579CCB41AE7A1F62950559E38025">Art/Icon Atlases/3rdIconsMWM32.dds</File>
<File md5="89AC263B0BE8332A0CF5506958CB4D9E">Art/Icon Atlases/3rdIconsMWM45.dds</File>
<File md5="4705B3BE4B0FD1D0FF1BEC020CC0B72F">Art/Icon Atlases/3rdIconsMWM64.dds</File>
<File md5="B378E0BD4CBBB15D37FE74EBB85D9B61">Art/Icon Atlases/3rdIconsMWM80.dds</File>
<File md5="028A17091EA1FCBCEE55F02AA581B273">Art/Icon Atlases/UnitIconsMWM128.dds</File>
<File md5="1A2F104D6EA87CE44EE28F288127C342">Art/Icon Atlases/UnitIconsMWM214.dds</File>
<File md5="A7519801705679298E503B6BB9D72B09">Art/Icon Atlases/UnitIconsMWM256.dds</File>
<File md5="5601F3E1B774C461243F84B9DB5B70AB">Art/Icon Atlases/UnitIconsMWM32.dds</File>
<File md5="267C8C6AA7283E8EDDACB8842C8E721E">Art/Icon Atlases/UnitIconsMWM45.dds</File>
<File md5="8E5D301EC6F368F13137C0BA89533BD2">Art/Icon Atlases/UnitIconsMWM64.dds</File>
<File md5="56B5F3D551589C4776779B0CB98648F9">Art/Icon Atlases/UnitIconsMWM80.dds</File>
<File md5="C010D42E3B4003209E64BF35972D1738">Art/Units/marine/diea.gr2</File>
<File md5="099B4856A4FB485206FC10D50C73DD7F">Art/Units/marine/diefadea.gr2</File>
<File md5="04C4FB8C221A8F67736D024421F67376">Art/Units/marine/fortf.gr2</File>
<File md5="DB38614B7C65411803A2EEE23ABC6A8A">Art/Units/marine/fortidlea.gr2</File>
<File md5="EB67305441EE88654B49B85D1440C0AA">Art/Units/marine/hurta.gr2</File>
<File md5="B3F929825025E658C67438AE771E15B7">Art/Units/marine/marine.fxsxml</File>
<File md5="ABF8EADEC384D9B491C8CA245C080F62">Art/Units/marine/marine.gr2</File>
<File md5="AB5F065B5978AC219D220C9D1D418A1B">Art/Units/marine/marineIdle.gr2</File>
<File md5="8D169EE0641467BC594929FA3667C49D">Art/Units/marine/marine_128.dds</File>
<File md5="009863D72249DF0C97EF7D7C1ADB9E42">Art/Units/marine/runr.gr2</File>
<File md5="45610501DFD8EF406A7AF01FCF18CF47">Art/Units/marine/shoota.gr2</File>
<File md5="82920CF3007B93F55B7A5118E3E884AC">Art/Units/rifleman_eng+us/continental_inf.fxsxml</File>
<File md5="0B2744C1C63A16EEFCD5BB5C108F164F">Art/Units/rifleman_eng+us/continental_infantry.dds</File>
<File md5="97EFEA6184A7088B5DC07E29045D9CEA">Art/Units/rifleman_eng+us/continental_infantry.gr2</File>
<File md5="C26356343E4C23A6A195991ADE398F61">Art/Units/rifleman_eng+us/redcoat.dds</File>
<File md5="566F1E5BC946324DD54E2B12CA2F1940">Art/Units/rifleman_eng+us/redcoat.fxsxml</File>
<File md5="012DA73CD6E0B56CD252C8AAC16DE6C5">Art/Units/rifleman_eng+us/redcoat.gr2</File>
<File md5="CF217E101010D4D34A06E80F11C3AF3F">Art/Units/rifleman_eng+us/redcoat_sref.dds</File>
<File md5="26D5DD775CE0FCD44231DDA6240381F9">ChangeLog.txt</File>
<File md5="95FEC49A08B85281E54705E4D8EE4E21">crashfix.sql</File>
<File md5="3B44D76650F95ACB6D5934E2AE67F95E">Maps/MWM Huge Earth v 1.Civ5Map</File>
<File md5="6749A78BB71757503D1DD8D8BE741660">unitformations.xml</File>
<File md5="C04FE0A357B8C4BF33ED119B36BE8789">XML/Art/civ5artdefines_unitmembers.xml</File>
<File md5="CFB03FF5570D62CB151CEC3E42FC9A0B">XML/Art/civ5artdefines_units.xml</File>
<File md5="1C11669486F542A4B481614B575DC967">XML/BasicInfos/CIV5InvisibleInfos.xml</File>
<File md5="612696CB0494065E19CB6D1DD03E9E22">XML/Buildings/CIV5Buildings.xml</File>
<File md5="110E4DD220F1FD87C0E986F69CBB7070">XML/Buildings/CIV5BuildingClasses.xml</File>
<File md5="885F19784AEF57D307DBAAEAE5A6EFDA">XML/Civilizations/CIV5Civilizations.xml</File>
<File md5="276A91D30A9ACEF305402B83606684DC">XML/Civilizations/CIV5MinorCivilizations.xml</File>
<File md5="548076CB3CCDDEA7ED7C76970E25C4F2">XML/Civilizations/CIV5Traits.xml</File>
<File md5="16840787665208F523EC0E2BE0E823D7">XML/GameInfo/CIV5Projects.xml</File>
<File md5="014A14F3C9D601A3896449DE3E6DF20F">XML/GameInfo/CIV5Policies.xml</File>
<File md5="73A624C4020FC45C1211200FAF751901">XML/GlobalDefines.xml</File>
<File md5="65CD9D27C8D3995A0DD68F60264E3EC8">XML/GameInfo/CIV5IconTextureAtlases.xml</File>
<File md5="E129920DCAB60954C99F5B91C39F5A00">XML/Leaders/CIV5Leaders.xml</File>
<File md5="5AF0AD35FF6AFBDB9A409602FB788490">XML/NewText/EN_US/NuDDen_TextInfos_Misc.xml</File>
<File md5="B72E5A36FA6BE2A1C98652C07248F6A1">XML/NewText/EN_US/NuDDen_TextInfos_Buildings.xml</File>
<File md5="8A9A9A0BE56146AA261523D5DA06FCB8">XML/NewText/EN_US/NuDDen_TextInfos_Units.xml</File>
<File md5="1683A99C99B0A3A7759248BAD1E3B925">XML/NewText/EN_US/NuDDen_TextInfos_Leaders.xml</File>
<File md5="6E1FF0F45D5BCD90FA5CDDF55D21F48E">XML/Technologies/CIV5Technologies.xml</File>
<File md5="E8780CA17D85DC552984586BC62D893F">XML/Terrain/CIV5Resources.xml</File>
<File md5="7C7030E19ADE3020962F60A01F5F542C">XML/Terrain/CIV5Improvements.xml</File>
<File md5="204B225C0ADDB782D475BBADDF82C8FC">XML/Terrain/CIV5Terrains.xml</File>
<File md5="7787175D9A505416D93DC801A977DBB4">XML/Terrain/CIV5Features.xml</File>
<File md5="FCE50790AFCF037D66A282713AD0FB33">XML/Units/CIV5Units.xml</File>
<File md5="CA09B09FAB20B49E0FEE78BA6E33F503">XML/Units/CIV5UnitClasses.xml</File>
<File md5="214D9A03430EC95D9E207D5F9F99BFE7">XML/Units/CIV5UnitPromotions.xml</File>
<File md5="510163AE37E804C422D704795667E065">XML/Units/CIV5SpecialUnits.xml</File>
<File md5="6EB72A74914BC6B49D16C3C3F3E89B90">XML/Units/CIV5Builds.xml</File>
</Files>
<Actions>
<OnModActivated>
<UpdateDatabase>XML/Terrain/CIV5Resources.xml</UpdateDatabase>
<UpdateDatabase>XML/Terrain/CIV5Improvements.xml</UpdateDatabase>
<UpdateDatabase>XML/NewText/EN_US/NuDDen_TextInfos_Misc.xml</UpdateDatabase>
<UpdateDatabase>XML/Technologies/CIV5Technologies.xml</UpdateDatabase>
<UpdateDatabase>XML/Units/CIV5UnitClasses.xml</UpdateDatabase>
<UpdateDatabase>XML/Units/CIV5Units.xml</UpdateDatabase>
<UpdateDatabase>XML/NewText/EN_US/NuDDen_TextInfos_Units.xml</UpdateDatabase>
<UpdateDatabase>XML/Civilizations/CIV5Civilizations.xml</UpdateDatabase>
<UpdateDatabase>XML/GameInfo/CIV5IconTextureAtlases.xml</UpdateDatabase>
<UpdateDatabase>XML/Buildings/CIV5Buildings.xml</UpdateDatabase>
<UpdateDatabase>XML/Civilizations/CIV5MinorCivilizations.xml</UpdateDatabase>
<UpdateDatabase>XML/Units/CIV5UnitPromotions.xml</UpdateDatabase>
<UpdateDatabase>XML/GlobalDefines.xml</UpdateDatabase>
<UpdateDatabase>XML/GameInfo/CIV5Projects.xml</UpdateDatabase>
<UpdateDatabase>XML/Units/CIV5SpecialUnits.xml</UpdateDatabase>
<UpdateDatabase>XML/Terrain/CIV5Terrains.xml</UpdateDatabase>
<UpdateDatabase>unitformations.xml</UpdateDatabase>
<UpdateDatabase>XML/Buildings/CIV5BuildingClasses.xml</UpdateDatabase>
<UpdateDatabase>XML/Leaders/CIV5Leaders.xml</UpdateDatabase>
<UpdateDatabase>XML/Civilizations/CIV5Traits.xml</UpdateDatabase>
<UpdateDatabase>XML/Units/CIV5Builds.xml</UpdateDatabase>
<UpdateDatabase>XML/NewText/EN_US/NuDDen_TextInfos_Leaders.xml</UpdateDatabase>
<UpdateDatabase>XML/NewText/EN_US/NuDDen_TextInfos_Buildings.xml</UpdateDatabase>
<UpdateDatabase>XML/GameInfo/CIV5Policies.xml</UpdateDatabase>
<UpdateDatabase>XML/Terrain/CIV5Features.xml</UpdateDatabase>
<UpdateDatabase>XML/BasicInfos/CIV5InvisibleInfos.xml</UpdateDatabase>
<UpdateDatabase>crashfix.sql</UpdateDatabase>
</OnModActivated>
</Actions>
<EntryPoints>
<EntryPoint type="Map" file="Maps/MWM Huge Earth v 1.Civ5Map">
<Name>MWM Huge Earth v 1</Name>
<Description>Huge Earth Map (18 Civs)</Description>
</EntryPoint>
</EntryPoints>
</Mod>

lemmy101
Nov 07, 2010, 11:48 AM
Hm yeah I think that's probably the problem, I'll need to get it to check such things on load. I think it's trying to draw the units it loads before it gets to the atlas. Try moving the atlases up in the XML to the top of the UpdateDatabase list. :)

EDIT: Actually, forget it. It's not reading in the paths of the mod files yet. SILLY ME! But the thing I said above still applies, I think...

nudden
Nov 07, 2010, 12:12 PM
Hm yeah I think that's probably the problem, I'll need to get it to check such things on load. I think it's trying to draw the units it loads before it gets to the atlas. Try moving the atlases up in the XML to the top of the UpdateDatabase list. :)

EDIT: Actually, forget it. It's not reading in the paths of the mod files yet. SILLY ME! But the thing I said above still applies, I think...

whoo...that worked...still the new icons are not there but the modfile itself loaded correctly...i'll have a look if there are other problems.
you are a nice guy:)

lemmy101
Nov 07, 2010, 01:01 PM
New version!

* Fixed loading of custom art atlases in modinfo files. (it doesn't matter about the atlas ordering now as it refreshes the icons after the load anyway)
* Added remaining builds (chop jungle etc) and improved icons.

lemmy101
Nov 07, 2010, 03:10 PM
Coming next:

http://www.theindiestone.com/lemmyandbinky.com/civ2/tasternext.png

Mynex
Nov 07, 2010, 04:04 PM
Lemmy - Thanks for so many quick updates!

(I like the 'DLC' tag on the DLC content, very spiffy!)

Here's what I've got so far for you still;
1. Scroll wheel doesn't work on 'unassigned' or the info window below it

After Deleting all Techs - No Icons for;
1. Buildings: Walls of Babylon (Which is duplicated)

2. Units: SS Stasis Chamber, SS Engine, Keshik, Bowman (Which is duplicated)

Requests:
1. on the info panel can you make the following a drop down select list;
AudioIntro
AudioIntroHeader
IconAtlas

2. On the above 3, would it be possible to add a 'play it' option to AudioIntro and a 'Preview' of the images for the other 2?

Reasoning: Sounds and images may be reused, header to make sure custom created headers are working (when we can get to that point) and hearing/seeing them, rather than adding them blind, would make life easier. :)


3. On user created items added to the game can you add the tag 'custom' or somewhat like that? (akin to the DLC tag you've got).

Reasoning: The DLC tag and 'Custom' (or whatever) would remind modders that something needs to be checked to see if it can be distro'd (DLC) or to get permission if something isn't theirs.

Can't say it enough, you rock man!

Fariic
Nov 07, 2010, 04:56 PM
Would it be possible to get an option to load all techs without prereqs.

Is there a way to delete prereq. pipes in the visualizer?

Edit: Nvm.
LC pipe. Green box appears were it starts and ends. Just click delete.

Just did a /delete on all prereqstechs.

Decimatus
Nov 07, 2010, 10:21 PM
I have this weird issue where I go to right click a wonder/building such as M Theory, and instead of "Edit DB for M Theory", it is "Edit DB for Spices" or sugar, or other resources.

Actually it does it on units and other things too. It seems to correspond to the unassigned items, because some things pop up as Settler, or Jaguar, etc.

Usually if I right click it a few times it seems to show what I am really clicking.

Also, duplicating buildings/units seems to work sporadically at best. This may be related to my other problem. Sometimes I have to right click and duplicate it a dozen times before it actually works.

And lastly, deleting buildings/units/duplicates/unassigned items seems to be nonexistent.

Decimatus
Nov 08, 2010, 12:11 AM
Can we get the ability to right click unassigned items so that we can manipulate their DB? It seems like you have to move them on to a tech before you can do that.

Decimatus
Nov 08, 2010, 03:44 AM
Oh god it crashed... I accidentally clicked the quit on an exception. One of the techs I had place before that I wanted to delete wouldn't let me move it, delete it, or anything.

Lets see if I can remember where those ~25 techs went... lol

lemmy101
Nov 08, 2010, 03:48 AM
gah sorry to hear that :(

see if you can remember to click details next time too post the call stack and I'll try get rid of the crash/bug.

Will look into the other issues tonight, too. :)

lemmy101
Nov 08, 2010, 04:50 AM
New version.

* Added right click menu to unassigned panel.
* Fixed bug with unit/building click detection.
* Added 'delete' right click menu option.
* Added autosave, will cycle three filenames in your app's directory to output all XML to in case of a crash. XML may need editing to order language in this version to display in editor, will improve the autosave output in time.

Decimatus
Nov 08, 2010, 05:09 AM
I managed to remember most of them. :)

I exported it, created a test mod project and dumped it all in there. Opened it up in the game and it seems to mostly have taken. :)

There is a weird text bug though.

30% of my new techs didn't get updated with a name. If you look at them, their text string reflects what would be correct tag, but the problem is that is what you see.

And actually, one of my old tech's tag also seems to be broken in a similar manner. They all show fine in the editor, but the game doesn't like them for some reason.

Though, the one old tech that is messed up also happens to be the tech that I used to duplicate all my new techs, so it might be related.

lemmy101
Nov 08, 2010, 05:14 AM
Interesting. You could look at the edit the xml to see what the issue is to fix it and let me know?

Garett20
Nov 08, 2010, 05:26 AM
nvr mind.

Decimatus
Nov 08, 2010, 05:38 AM
It seems like the missing tags don't have rows in the Text XML at all.

Not sure why.

Decimatus
Nov 08, 2010, 05:49 AM
<Row>
<Tag>TXT_KEY_TECH_AI_EVOLUTION_DESC</Tag>
<Text>AI Evolution</Text>
</Row>
<Row>
<Tag>TXT_KEY_TECH_AI_EVOLUTION_CIV</Tag>
<Text>TXT_KEY_TECH_AI_SURVEILLANCE_CIV</Text>
</Row>
<Row>
<Tag>TXT_KEY_TECH_AI_EVOLUTION_HELP</Tag>
<Text>TXT_KEY_TECH_AI_SURVEILLANCE_HELP</Text>
</Row>
<Row>
<Tag>TXT_KEY_TECH_AI_EVOLUTION_QUOTE</Tag>
<Text>TXT_KEY_TECH_AI_SURVEILLANCE_QUOTE</Text>
</Row>

Found this.

There are a few that do this, but they don't have the other problem.

Most of them take the <Text> row of some other tech that is nearby.

Actually this is a problem that I can see in the Editor.

It seems like sometimes when you update the name of your duplicate tech that it doesn't also update the rest of the tags in that duplicate.

Decimatus
Nov 08, 2010, 06:01 AM
It's possible that this is related to something the conflict finder found when I was exporting.

If I had changed the name of one of the techs after setting the prerequisite pipes, the conflict finder seemed to think that they still had the old name and had me choose the correct tech from the list.

So perhaps I moved or modified those techs at some point, or perhaps I duplicated them in a way that confused it?

Also, every tech that has a working title is listed in the tech xml one after the other. And then after those, the broken techs begin. So normally it goes top to bottom, but in this case it lists the working techs first, and then broken, regardless of top to bottom order.

lemmy101
Nov 08, 2010, 06:38 AM
Moved post to later with changes.

lemmy101
Nov 08, 2010, 06:39 AM
Will look into those issues Decimatus :)

Le Sage
Nov 08, 2010, 08:23 AM
You should update the version number on the download too, so we all can be sure that we're downloading the absolute latest version of the utility. Don't stop the frequent updating though, for God's sake!

lemmy101
Nov 08, 2010, 09:58 AM
****. Had a momentary power cut that reset our machines. Lost a bunch of stuff. Lucky I had an out of date back up but will take a while to get back up to speed. :(

lemmy101
Nov 08, 2010, 11:21 AM
New version uploaded!

NEW LINK: http://www.theindiestone.com/lemmyandbinky.com/civ2/IndieStoneTechTreeEditor0_9.zip

version 0.9c

* Splash screen with version number.
* Added comparison operators to sql ( < , > , <= , >=, !=, <> )
* Added 'select' statements which pop up a list of all items returned in select.

select type, cost, combat from units where type > UNIT_P and cost < 100

http://www.theindiestone.com/lemmyandbinky.com/civ2/sql1.png

Double click any of the results to open the row editor for that row. You can now edit ANYTHING in the database. :)

lemmy101
Nov 08, 2010, 11:26 AM
(Moved from earlier in the thread to update with new info)

The editor now has SQL support! As well as being able to load up mods with SQL files in them, you can enter them straight into the console to quickly edit your database.

http://www.theindiestone.com/lemmyandbinky.com/civ2/sql3.png

In the console at the bottom, you can type select, update and delete statements (the only ones supported so far) and hit return to edit the database on the fly, be that deleting techs or setting values. Using this and the row editor you've got quite the power to edit your whole mod within the editor.

Stuff like:

Delete

delete from units

Deletes all units.

delete from units where type=UNIT_ARCHER

Deletes the archer

delete from units where prereqtech=tech_bronzeworking

Deletes all units on bronze working. Note that where statements are case insensitive.

delete from technologies where era=era_classical and goodytech=false

Delete all techs in classical era that aren't goody hut techs.

Update

update units set portraitindex=10

Sets portrait index on all units.

update units set portraitindex=10, iconatlas=UNIT_ATLAS_1

Sets all units portaitindex AND iconatlas. Note the values for a set are case sensitive as it will obviously put in the table whatever you write and cannot magically figure out what case you intended. The actual property name case still doesn't matter though.

update units set portraitindex=10, iconatlas=UNIT_ATLAS_1 where prereqtech=tech_bronzeworking and goodytech=true

Updates can have wheres too...

Select

select * from technology_prereqtechs

Returns a list of every tech prereq, and the list has columns for every property of the prereq (* = all columns)

http://www.theindiestone.com/lemmyandbinky.com/civ2/sql2.png

Double click any of the results to open the row editor for that row.

select type, cost, combat from units where type > UNIT_P and cost < 100

Returns a list of every unit with a type beginning alphabetically with UNIT_P or higher, and costing less than 100. Only gets and displays the type, cost and combat columns.

http://www.theindiestone.com/lemmyandbinky.com/civ2/sql1.png

You can click a header to sort by that column.

Things that aren't supported (yet):

* insert into
* create/drop tables
* or statements / bracketing
* nested statements

----

Other non-sql commands

You can also type 'list' into the console to get a list of every table in the game, double click them to get a full select list of all the rows, double click them to get to the row editor for that row.

http://www.theindiestone.com/lemmyandbinky.com/civ2/sql4.png

That's complete database editing from one place.

---------------

If any command you try fails, post it here and I'll either tell you what you did wrong or add support for / fix that particular command.

Le Sage
Nov 08, 2010, 12:30 PM
The Right Buttons when editing unit copies don't quite work. They just stopped working for me when I edited the Civilopedia entries. The unit editing is already very good though. I can easily make a new unit for the French in there.

lemmy101
Nov 08, 2010, 12:51 PM
Uploaded version 0.9d

* Made best guesses for some properties that have common 'language' names ('description', 'strategy' etc) in row editor where firaxis didn't add a reference in xml table used for auto-complete and drill down.
* Added a pop-up yes/no option to create a new row when attempting to drill down (->) into non-existent entry in row editor property.
* Fixed bug causing text entry changes not to work in row editor.

lemmy101
Nov 08, 2010, 02:07 PM
Uploaded version 0.9.1a

* Added 'list' command for console to bring up a list of all tables in the database, you can double click these to see all the rows, then double click the row to get the row editor.

http://www.theindiestone.com/lemmyandbinky.com/civ2/sql4.png

* Added support for SQL files in mods (as long as they don't have anything mental in them and use the same statements the console supports, aka standard update and deletes. Otherwise it'll just bail out on that file. The fixnator is an example of 'mental' since it has nested statements and inserts etc, but since this handles fixinating itself this doesn't matter) Now, for example, you can load in Ahwaric and Pazyryk's empty mod http://forums.civfanatics.com/showthread.php?t=396448 and clear out everything from the editor (though there are a few conflicts you guys should look into :D)

Decimatus
Nov 08, 2010, 07:05 PM
So I looked into some of the problems a bit more.

When I reloaded it back into the editor, the titles were also jacked up as they were in the game. So, I fixed them and will test to see if it sticks this time.

For the techs where they had the wrong civ/quote/etc tags, they had the correct tags, its just that for some reason the text in those tags happened to be the tag line from some other tech. Not sure how it happened.


Another thing that I forgot to report, and happened again despite my fixing it when it happened the first time. And it happened to the same techs, so maybe there is something there...

Certain buildings and units are shown in the tech, but they are also shown in the unassigned window. I can't grab them when they are on the tech, but I can grab them from the unassigned and place them in the tech and which point only 1 of them remains, and I can move and manipulate it.

The examples(each grouping shares a tech):

Temple is ghosted, but Mahabodhi Temple isn't.
Courthouse and Hanging Gardens are both ghosted.
Catapult and Ballista are ghosted, but Artillery Range isn't.
Chariot Archer, War Chariot, and War Elephant are ghosted, but Circus Maximus isn't.
Heroic Epic is ghosted.
Pikemen, Landsknecht, and Kremlin are ghosted, but Sewer System and Art of War aren't.
Theatre is ghosted, but Shakespear's Theater isn't.
Cavalry and Military Academy are ghosted.
Taj Mahal is ghosted but Grand Mosque isn't.
Submarine is ghosted, but Oil Refinery and Naval Base aren't.
Pentagon is ghosted, but Telecommunications Network isn't.
Solar Plant is ghosted.
Jet Fighter and Gunship are ghosted, but Airport isn't.
GDR is ghosted, but Mecha Plant isn't.


These all work in the game, but when you editor looks at them(even after I reassigned them, exported it with your editor, and then reimported) it doesn't like them.

Decimatus
Nov 08, 2010, 07:09 PM
Oh, and I am not sure if this happened in the first time I loaded it(besides once), but I am seeing a lot of prereq pipes that are displayed quite wrong. Some pipes that seem to be running from behind the tech out of nowhere, but when I delete them it also deletes a prereq pipe that was leading to another tech from the other side.

Going to do some cleaning up and see how it looks on a reload.

Actually, this is a pretty big problem. It seems like many of these are triple and quadruple stacked, and when I begin to delete them, random other pipes around it are disappearing.

lemmy101
Nov 08, 2010, 07:14 PM
Yikes. I will work through all these tomorrow, thanks for the feedback!

I would appreciate a copy of the files that produce this error if you could send me them? lemmy101 at gmail. com, it would be quicker for me to fix with a broken mod instead of trying to replicate it.

Thanks :)

lemmy101
Nov 08, 2010, 07:15 PM
Version 0.9.1b released.

* In-place editing names of techs by clicking on the label...

http://www.theindiestone.com/lemmyandbinky.com/civ2/inplace.png

Decimatus
Nov 08, 2010, 07:20 PM
Oh and worst yet, some of the prereq pipes are going through the techs. So it looks like a tech has a prereq tech right behind it, but it is really coming from a tech even behind that one.

And It seemed to look fine in the game I loaded it into yesterday, so I am not sure how many of these are visually bugged, or if they really uploaded like that...

lemmy101
Nov 08, 2010, 07:26 PM
Hmm well if I can have a nose I'll get a fix sorted asap. if you're super quick I may squeeze it in before bedtime. :)

Decimatus
Nov 08, 2010, 07:28 PM
One more I forgot to report but that keeps coming back. The era's keep changing sizes, despite fixing them the first time I uploaded. Like Classical is now 1 tech wide, so I have to expand it out manually. And I have to be careful, because if I expand it's last line to cover the last line of the next era(which is possible because of how some of them are smashed), then I have to split and rename eras. It generally becomes a mess if I do that.

One time I loaded it up, the last 2 eras were even missing completely(modern stretched on endlessly) so I had to recreate them from scratch.

lemmy101
Nov 08, 2010, 07:29 PM
:(

All these issues. Not had anything like that here. :S

Decimatus
Nov 08, 2010, 07:29 PM
Hmm well if I can have a nose I'll get a fix sorted asap. if you're super quick I may squeeze it in before bedtime. :)

One sec and I will put it up on my sourceforge.

Decimatus
Nov 08, 2010, 07:33 PM
https://sourceforge.net/projects/ctpproject/files/

Let me know when you get it. I need to remove this before anyone downloads it and thinks it is my project(despite it being labeled "bugged test"). :p

lemmy101
Nov 08, 2010, 07:33 PM
got it ;)

lemmy101
Nov 08, 2010, 07:56 PM
Okay, so there's a version there now which fixes the issue with the tech lines.

will need to look into the description text issue a bit more. Will be easier now I have the problem in front of me. There seems to be some feedback loop going on where it keeps resetting the description and the description text and adding TXT_KEY to the start each time.

Decimatus
Nov 08, 2010, 07:57 PM
Cool.

I fixed everything, re-exported it, and it seems to look fine at first glance.

There are a couple semi-broken pipes in the game, but it is the usual business that is common to the way the game tries to run the pipes.

I will do some more tinkering with it after I get back from lunch.

So far it is pretty great. The best part about it is that it is so much better for planning the tech tree even with the current bugs. Before, planning out whole eras had me sitting there with a pen and paper all gridded out trying to plan my moves, and then scratching things out as I got them in the game and saw what was and wasn't going to work.

When this thing is finished, even the people who couldn't figure out XML's will be able to make vast, sweeping changes to the game.

lemmy101
Nov 08, 2010, 08:00 PM
:D thanks! I'm glad the bugs haven't frustrated you to the point of hating it! :D

will get them all ironed out soon enough, I'm going to slow down on feature additions for a while now I've got enough functionality in there to edit most everything in the game, and concentrate on stability and usability stuff for a while.

Mynex
Nov 08, 2010, 08:53 PM
Uhrm... can I bug you for _1_ feature request please?

Ability to print out the tech tree with what's tied to a tech?

Not with pipes, but with their order ID, in order?

I keep trying to find/create a way to get a listing of what actually is in civ5, but I end up writing it down... It's for the environment man! ;p

Ideally I'd like a simple txt listing of units/building/features as well.. if it could be all combined, maybe in a outline type layout, that would be great, but hell, I'll take any output at this time... the civ5 manual doesn't list everything sadly.

Tech Name/ID#;Prereq(s);bonuses
Feature name;what it does/bonus
Unit name;prod cost;maint;atk;def;move;sight;bonuses
building name;prod cost;maint;bonuses

repeat each feature, unit, building as found for the tech.

then a section for anything unassigned with it's info.

This would help tremendously in planning things out.... Since i've got a notebook full of tweaks I want to do... which I told myself I wasn't going to... then started to do anyways.. lol... damned moddable games! :X

Decimatus
Nov 08, 2010, 10:21 PM
:D thanks! I'm glad the bugs haven't frustrated you to the point of hating it! :D

will get them all ironed out soon enough, I'm going to slow down on feature additions for a while now I've got enough functionality in there to edit most everything in the game, and concentrate on stability and usability stuff for a while.

Nah, the bugs have been pretty light compared to what I had to go through to get my tech tree working when I first started it. :)

Also, it saves me a lot of time from having check my work in the game every time I add or change 1 item. Though I am still uneasy when I make tons of changes and then try to run it in the game. So far so good anyway. :)

Looking forward to see this grow.

Will you be adding policy functionality at some point? I am planning on adding 200+ policies when FiresForever finishes his multiple policy page mod, so this could come in handy if it also takes care of that business for me.

And I haven't tried it yet, but how does this integrate with the multiple tech page mod? I am guessing that I would just have to go through my alternate tech pages that I make using the editor, and apply the correct tags for whichever page they belong to. Though, I don't know how prereqs on other pages would work beyond doing it manually.

Anyway, if you added support for multiple tech pages that would be bonus. :)

SevenSpirits
Nov 08, 2010, 11:04 PM
Wow, this is an amazing program!

However it's not quite working for me: it's showing three of every icon. :crazyeye:

http://img21.imageshack.us/img21/7994/triplei.jpg

This is with the most recent version right now (0.9.1b). I know my CiV runs fine, and I've successfully made/uploaded/used a mod for it. I'm on Win7 32 bit. I can provide more details if that would be helpful.

(Note: in the screenshot I rebuilt it from the default Civ V tree after messing around with it a bit, but this is how it looked upon first loading too.)

Le Sage
Nov 08, 2010, 11:19 PM
I must say that I've had none of the problems Decimatus is referring to. I've done pretty light changes, however, just adding a few techs in the Medieval Era and so. I can relate to the broken pipes and pipes going out into Oblivion though, but I consider that of minor importance.

I get two Archers at the beginning of the tree though. I added a UU fpr France last night real easy with this utility too, complete with Civilopedia and stats changes. There's no function to make units Unique for one Civ yet in the Tech Tree Editor. You might consider that in future updates. Oh, when I dragged the French UU to the tech where I wanted it it just disappeared, but it did show up in the xml at the correct location.

I've had only small things like that.

Decimatus
Nov 08, 2010, 11:42 PM
Got a new one. Had an exception, and after I clicked continue the tech screen turned into a white screen with a giant red X going through all of it.


************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at IndieStoneTechEditor.Diagram.Designer.OnPaint(Pain tEventArgs e)
at System.Windows.Forms.Control.PaintWithErrorHandlin g(PaintEventArgs e, Int16 layer)
at System.Windows.Forms.Control.WmPaint(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Mes sage& m)
at System.Windows.Forms.UserControl.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.O nMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)



I think the cause of this was when I tried to move a tech pipe to a tech directly above it. It didn't take obviously, but when I brought the pipe down to the original tech to let it go, the program died. :)

Decimatus
Nov 08, 2010, 11:58 PM
I have noticed a case where your pipes don't seem to act the same way as game pipes.

If you open my mod up in your editor you can see that the area where Priesthood and Monotheism lead to Theology is different than it is in the game. The pipe from Priesthood branches up to meet the other pipe in the middle of the tech space as opposed to further down the line where the pipes usually branch(the space between the techs).


Also, I have noticed that some of these cases with broken pipes involve the pipe actually trying to insert itself at the front of a tech instead of the back. So it goes from the front of the prereq tech to the front of the next tech, instead of back to front as it is supposed to.

So this caused me to mistakenly think it was coming from another tech ahead of it.

Instead, it comes out the front, goes in the opposite direction, and then doubles back passing through the tech it is coming from and appearing out the back of the tech it originated from. You can see this when you pick the tech up and move it around the screen.

In many cases it causes the pipes to be darker than they should because the doubleback causes there to be twice as many lines in that space as there should be.

In other cases you can actually see a spear of tech pipe sitting out in the open by itself, which is where it is doubling back.


One way that would help us determine whether or not it is really working correctly would be to include the Prereq techs in the edit DB window. That way we could see where the game thinks it is going, and compare it with where the editor shows the pipe to be going. And also, it would let us just type in a prereq tech in the event that we are do some non-standard prereq setup.

To kind of going along with that, can you add an ignore function to the conflict finder? There is an option to delete the item in conflict, and an option to replace it with something from the list, but I didn't see one for "Ignore this specific conflict".


Back to tinkering. :)

Decimatus
Nov 09, 2010, 12:17 AM
Here are some examples of the doubleback. I moved Atomic Theory down a block so you can see the full loop.

Notice how Atomic Theory's Prereq Pipe comes out of the front of the tech, doubles back to hit the front of Nuclear Fission.

The only reason you know Atomic Theory is doing that is because it has enough space in front of it to fully show the big spear of tech pipe that is coming from it in the opposite direction, which is sitting out there all by itself looking like a double thick pipe.

Also notice how the pipes right in front of Electronics, Mass Media, Radio, and Refrigeration are all extra thick? They all doubleback. And the broken pipe right in front of Ecology? Also a doubleback.

http://img.photobucket.com/albums/v129/Decimatus/Civ%205/TechPipeDoubleback.png


I can't remember if I exported and reloaded after I fixed them(I had that crash sometime around there). It may fix it. Either way, it doesn't seem to affect the actual game, just the display in the editor which can be confusing.

Decimatus
Nov 09, 2010, 12:52 AM
I would like to formally request a full text box for updating and editing the various Text lines found in the game. At least big enough to see a full paragraph in.

Le Sage
Nov 09, 2010, 12:57 AM
I would like to formally request a full text box for updating and editing the various Text lines found in the game. At least big enough to see a full paragraph in.

Add that to my wishlist too. It would really be easier to overview what you've written in there.

lemmy101
Nov 09, 2010, 03:44 AM
You can. :p press the ... at the end of Civilopedia etc and you get a full box. <- I was writing this when I went to check and seen that this isn't working. Doh! That's a bug.

Either way will be replacing that panel with a nicer one at some point anyway.

Wow a lot of stuff to read through. :)

re: Decimatus' pipe bugs, the problem is when you link them up it's putting down control points, and then when you move it sufficiently it's not moving one of the control points, I'll look into it.

re: Le Sage "I get two Archers at the beginning of the tree though." - One of them is a Barbarian archer. ;p

re: SevenSpirits, thanks! and yikes! that's an odd bug :-o will think on that but for the life of me can't think what would be causing that.

lemmy101
Nov 09, 2010, 04:11 AM
Decimatus did you get the latest version I put up last night :S that ecology problem in particular was confirmed fixed my end, when you load it completely deletes the pipes and recreates them in the version I put up there before bed. It's got same version number.

SevenSpirits
Nov 09, 2010, 04:20 AM
re: SevenSpirits, thanks! and yikes! that's an odd bug :-o will think on that but for the life of me can't think what would be causing that.

My thoughts exactly. :lol:

Here, I did some testing. (First tried reinstalling CiV and your program, just to be sure.)

I open it up and drag Great Engineer onto Agriculture. Visually, there are now TWO GE icons on Agriculture. Only the rightmost duplicate icon is ever selectable/draggable. (That's true for the one I added, and the other dupes.)

Soon, the following lines show up in autosave:

<Units>
<Update>
<Set ID="186" PrereqTech="TECH_AGRICULTURE" />
<Where Type="UNIT_ENGINEER" />
</Update>
<Update>
<Set ID="186" PrereqTech="TECH_AGRICULTURE" />
<Where Type="UNIT_ENGINEER" />
</Update>
<Update>
<Set PrereqTech="TECH_AGRICULTURE" />
<Where Type="UNIT_ENGINEER" />
</Update>
</Units>

Now I drag the (rightmost) GE icon back to unassigned. The left icon stays. In the autosave, the new lines stay exactly the same! Edit: Wrong, the prereqtech is now blank.

Now I drag Worker from unassigned to Pottery. The icons behave in the same pattern (there are now two Worker icons on Pottery). The autosave now says:

<Units>
<Update>
<Set ID="181" PrereqTech="TECH_POTTERY" />
<Where Type="UNIT_WORKER" />
</Update>
<Update>
<Set ID="186" PrereqTech="" />
<Where Type="UNIT_ENGINEER" />
</Update>
<Update>
<Set ID="181" PrereqTech="TECH_POTTERY" />
<Where Type="UNIT_WORKER" />
</Update>
<Update>
<Set ID="186" PrereqTech="" />
<Where Type="UNIT_ENGINEER" />
</Update>
<Update>
<Set PrereqTech="TECH_POTTERY" />
<Where Type="UNIT_WORKER" />
</Update>
<Update>
<Set PrereqTech="" />
<Where Type="UNIT_ENGINEER" />
</Update>
</Units>

Of note:
- Same problem.
- Engineer lines are still unchanged. Edit: The prereqtech is blank as noted above.
- They are interleaved - just like how all the dupe icons are interleaved for things of the same class (e.g. unit, or worker action).

So the short of it is that dragging a tech in from "unassigned" adds 3 xml lines instead of 1, and one extra image, and the extra image never goes away. And upon loading, techs get another extra image, I'm guessing either because they are in some sense loaded twice or because the third XML line only translates to a third image under some conditions and not others.

One last test: applying the xml I pasted above works just fine. So the brokenness appears to be limited to the initial db copy and the drag and drop from unassigned, I guess.

Yup, that's bizarre. I think I'll give up on trying to use it for now, try new versions as you post them, and let you know if it starts working. Good luck. :)

Decimatus
Nov 09, 2010, 04:50 AM
Decimatus did you get the latest version I put up last night :S that ecology problem in particular was confirmed fixed my end, when you load it completely deletes the pipes and recreates them in the version I put up there before bed. It's got same version number.

I am currently using the latest version after I reloaded, and this is the version I made the screenshot with.

As soon as I finish the last text update I am going to reload it again.


I have another text related request. :)

Can you make it so that the tech help text updates with whatever unit, building, etc we add to it? So if we add a Casino, it automatically fills the help box with the fact that the tech lets you build casinos and that casinos increase gold generation.

I guess that could be pretty open ended, but it sure would save some time. :)

Even if it just updates the help text with building/unit names it would be nice.

lemmy101
Nov 09, 2010, 05:31 AM
Interesting idea, Decimatus! :D

SevenSpirits, thanks for the info, I'm sure it'll come in handy figuring it out

Garett20
Nov 09, 2010, 05:40 AM
The splash just stays indefinetly, for me. I have to close it manually.

lemmy101
Nov 09, 2010, 05:49 AM
Ehhhhh? ;)

How do you close it btw? :S there's no X button on it.

Garett20
Nov 09, 2010, 05:58 AM
Ehhhhh? ;)

How do you close it btw? :S there's no X button on it.

I mouse over it on the task bar and both windows popup with Xs.

lemmy101
Nov 09, 2010, 05:59 AM
Thing that confuses me, Decimatus, is in the version I uploaded last night, whenever you do a load it completely deletes all the pipes and remakes them when loading finishes. That problem is caused by one of the points of the tech not moving when the tech is displaced by the XML GridX / GridY, so considering it's creating them all fresh when they're all there it should work just as well as the normal tech tree.

i.e. the problem still being there like that with Atomic etc is impossible.

I can only think I messed up the upload or you messed up the download somehow.

lemmy101
Nov 09, 2010, 05:59 AM
I mouse over it on the task bar and both windows popup with Xs.

Hmm will look into it. WHY is it behaving so differently on everyone's PCs? :lol:

Mynex
Nov 09, 2010, 06:14 AM
Some Additional things for you Lemmy...

I'm using Win7 Ultimate x64

1. I do not get the X on the splash screen

2. I don't get the double lines.

3. the Curve of pipes breaks (on any tech, but this atomic theory) if you move a tech to the left of it's starting position, but is fine if you move it to the right.

Moved to the left
http://s880.photobucket.com/albums/ac3/Evil1rob/?action=view&current=MovedToTheLeft.jpg

Moved to the right
http://s880.photobucket.com/albums/ac3/Evil1rob/?action=view&current=MovedToTheRight.jpg

Not seeing any other oddities atm, but I'll go back through the last couple pages of the thread and see if I can duplicate any of the bug reports.

Garett20
Nov 09, 2010, 06:19 AM
and, another error, here is what I get when the splash closes:

Decimatus
Nov 09, 2010, 06:54 AM
I just had an issue where I changed the texts, but when I reloaded it some of the text lines did not take. I did double check to make sure the changes took because sometimes they if you click away, whatever you just changed disappears. It lost about 5 out of 60 text strings.


I also just had another recurring issue where the eras are messed up in the game. The weird thing is, it was broken 2 times before, even after fixing them, but I fixed it and it finally worked as intended in the game. Then, when I went back out to fix some prereq pipes, it was broken again when I entered the game, despite the fact that I only touched the pipes and nothing else.

Thing that confuses me, Decimatus, is in the version I uploaded last night, whenever you do a load it completely deletes all the pipes and remakes them when loading finishes. That problem is caused by one of the points of the tech not moving when the tech is displaced by the XML GridX / GridY, so considering it's creating them all fresh when they're all there it should work just as well as the normal tech tree.

i.e. the problem still being there like that with Atomic etc is impossible.

I can only think I messed up the upload or you messed up the download somehow.

I have redownloaded it a few times now, with the same effects.

But even if it deletes all the pipes, I don't think that is the problem. The prereq is going to the correct tech. The problem is that the pipe leaves the wrong end of the tech and doubles around to get to it's destination tech. It is like the pipe is taking the scenic route to get to the tech it is assigned to.

lemmy101
Nov 09, 2010, 07:09 AM
and, another error, here is what I get when the splash closes:

Ooooh. Looks like it's failing to find your Civ 5 directory. This is why the splash isn't disappearing as it closes it after it loads the database.

Will add some additional console text print out in the next version to see if we can get more info on all these issues...

lemmy101
Nov 09, 2010, 07:12 AM
But even if it deletes all the pipes, I don't think that is the problem. The prereq is going to the correct tech. The problem is that the pipe leaves the wrong end of the tech and doubles around to get to it's destination tech. It is like the pipe is taking the scenic route to get to the tech it is assigned to.

Can you mail me your latest that does this? Your Test Test works 100% fine when loaded up here where it did exactly like your screenshot when I first got it before I did the fix.

lemmy101
Nov 09, 2010, 07:14 AM
Some Additional things for you Lemmy...

I'm using Win7 Ultimate x64

1. I do not get the X on the splash screen

2. I don't get the double lines.

3. the Curve of pipes breaks (on any tech, but this atomic theory) if you move a tech to the left of it's starting position, but is fine if you move it to the right.


1. There is no X on the splashscreen. I was just confused how he was managing to close it since there's no X ;)

2. That's good. :D

3. Yeah I'm aware of that, because a tech has to be at least one grid ahead of its prereq, I just haven't applied anything to block it from moving left that far, and can't be bothered to write all the head**** rules for the curves of the tech lines to display properly for directions that aren't valid. :D will sort something out but this is lowest of priorities.

lemmy101
Nov 09, 2010, 07:21 AM
Ok I've uploaded a new version, see if this sorts out a few issues. Decimatus I'm sure I failed to upload properly last night or something.

Fixes that should be in this one: Pipes, text screwing on duplicate, Civ 5 path problem / splash screen etc.

Decimatus
Nov 09, 2010, 07:34 AM
Ok, I will download the newest version in the morning and do some more testing. If it doesn't work I will send you a copy of my latest test version. :)

Le Sage
Nov 09, 2010, 09:19 AM
Just to be sure. It says that the files I am about to copy over are way older than the one I am replacing. I have a version of the Editor since this morning before I went to work, but the one for download right now says it was last changed on the Third of November...

Do you still want me to use the file yo have there now, or have you made an upload error or something?



http://i889.photobucket.com/albums/ac96/Antiscamp/th_DateIndiestoenEditor.jpg (http://s889.photobucket.com/albums/ac96/Antiscamp/?action=view&current=DateIndiestoenEditor.jpg)

lemmy101
Nov 09, 2010, 09:20 AM
there have only ever been one version of that file on my pc since it's an external image library for DDS files so that time must be wrong or something. Is fine. :)

Le Sage
Nov 09, 2010, 09:23 AM
God! Yeah! It will have changed the date when I copied it over this morning. I am really making up for my handle "Le Sage" sometimes. Thanks...

lemmy101
Nov 09, 2010, 10:40 AM
http://www.theindiestone.com/lemmyandbinky.com/civ2/editor.png
http://www.theindiestone.com/lemmyandbinky.com/civ2/editor2.png
http://www.theindiestone.com/lemmyandbinky.com/civ2/editor3.png
http://www.theindiestone.com/lemmyandbinky.com/civ2/editor4.png

Progress on the in-place text editor for the new properties panel which has a (WIP) autohiding/showing mini toolbar to allow you to select colours and icons to input in the text:

http://www.theindiestone.com/lemmyandbinky.com/civ2/editor5.png
http://www.theindiestone.com/lemmyandbinky.com/civ2/editor6.png

auto reads the [THINGY] text tags in strings, extracts the colours from the database and the icons from the fonticons. Will ultimately convert to them back from the textbox as well to allow you to edit the civopedia entries and whatnot completely in a word processor style without messing with silly [] tags. :D

Le Sage
Nov 09, 2010, 12:18 PM
I am glad to see that above update being worked on. I just added the Tech "Regular Army" at the end of the Medieval Tech tree I am busy with. I get a TXT Civilopedia, Help and Strategy entry in the GameText.xml for each character added in that Tech name. There are therefore three entires for R, three for RE three for REG... and so forth until it's spelled "Regular Army". I will cut out the unused entries and leave the full Regular Army.

lemmy101
Nov 09, 2010, 12:21 PM
I've uploaded a new version just now which should have a dirty fix for this, it basically goes through every language entry that you've added in that session that's no longer referenced and delete them when you export. While it won't get rid of any that have already been created, it should work for any of the problem extras in future.

Garett20
Nov 09, 2010, 01:23 PM
Still getting that issue.

lemmy101
Nov 09, 2010, 01:25 PM
gah. will look into it.

Le Sage
Nov 09, 2010, 02:08 PM
Here's another one. When I go to change the icons for the techs and units, I get a window full of weirdness for some of the sizes. It's like the icons have been smeared together, or something. The sizes this appears for seems to be different for each Atlas.

http://i889.photobucket.com/albums/ac96/Antiscamp/th_IconAtlas.jpg (http://s889.photobucket.com/albums/ac96/Antiscamp/?action=view&current=IconAtlas.jpg)

lemmy101
Nov 09, 2010, 02:10 PM
Yeah that's because they are munged in the resources directory. ;)

I've not implemented a decoder in the editor yet to get around the dicky dds files, so it's only the ones I've done myself because they appear in the tree window that display properly. I forgot the atlas editor WIP was there still to be honest, I'll get them decoding properly when I finish it off and add custom atlas adding support in-editor.

Le Sage
Nov 09, 2010, 02:51 PM
Ah, OK. I'll do without them for now. I reassign my icons writing in the numbers manually.

Decimatus
Nov 09, 2010, 09:08 PM
Looking good Lemmy. :)


It seems there are some missing options when modifying buildings. Things like yield per pop, yield % modifier, yields per specialist, etc.

Decimatus
Nov 09, 2010, 09:20 PM
Just had an exception that is prohibiting me from exporting.

This happened when I tried to export after modifying a few buildings and adding 1 new building.


System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(T Key key)
at IndieStoneTools.Forms.Export.SaveISMod()
at IndieStoneTools.Forms.Export.button2_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventAr gs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.O nMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

Decimatus
Nov 09, 2010, 10:29 PM
Edit: Nevermind, I can just manually add new ID numbers.

lemmy101
Nov 10, 2010, 04:52 AM
"Things like yield per pop" That's because they're in a separate table, the building row doesn't reference them at all. May add something that compiles all rows that reference something together though.

Decimatus
Nov 10, 2010, 05:16 AM
"Things like yield per pop" That's because they're in a separate table, the building row doesn't reference them at all. May add something that compiles all rows that reference something together though.

I suppose if you do keep going in that route you will have to change the name of this from "Tech Editor" to "Civ5 Editor". :p

lemmy101
Nov 10, 2010, 05:18 AM
Ha, yeah I think that ship has already sailed. ;D I'm sure that name change will happen at some point. :D

blazekid87
Nov 10, 2010, 09:59 AM
I keep getting this error when trying to load up my .modinfo file.

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(T Key key)
at IndieStoneTechEditor.TechEditorGlobals.LoadNewRow( Civ5XmlGameDataRow row)
at IndieStoneTechEditor.TechEditorGlobals.DB_LoadedDa tabase(Civ5XmlDatabase db)
at IndieStoneCiv5XMLTools.Civ5XmlDatabase.OnLoadedDat abase()
at IndieStoneCiv5XMLTools.Civ5XmlDatabase.SetExternal Load(Boolean bLoading)
at IndieStoneTechEditor.TechTree.DoLoad(String[] FileNames)
at IndieStoneTechEditor.TechTree.LoadMod()
at IndieStoneTechEditor.Form1.modmodinfoIntoCurrentTo olStripMenuItem_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Obje ct key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(Eve ntArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(Eve ntArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(M ouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventIntera ctive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(Event Args e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEven tArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(M ouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Mes sage& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Mes sage& m)
at System.Windows.Forms.Control.ControlNativeWindow.O nMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
IndieStoneTechEditor
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Blaze/Desktop/TechEditor/IndieStoneTechEditor.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
IndieStoneTools
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Blaze/Desktop/TechEditor/IndieStoneTools.DLL
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
DevIL.NET2
Assembly Version: 1.1.2619.31671
Win32 Version:
CodeBase: file:///C:/Users/Blaze/Desktop/TechEditor/DevIL.NET2.DLL
----------------------------------------
msvcm80
Assembly Version: 8.0.50727.4927
Win32 Version: 8.00.50727.4927
CodeBase: file:///C:/Windows/WinSxS/x86_microsoft.vc80.crt_1fc8b3b9a1e18e3b_8.0.50727. 4927_none_d08a205e442db5b5/msvcm80.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


My guess is that maybe its because Im using custom created eras. Is this supported yet?

lemmy101
Nov 10, 2010, 10:01 AM
Should be.

If you're ok with doing so, send me your mod via lemmy101 at gmail.com and I'll be able to fix the problem / upload pretty sharpish. Otherwise it's going to be difficult for me to figure out the cause I'm afraid.

lemmy101
Nov 10, 2010, 10:38 AM
All I can think, from looking at the error, is you've got some Technology_Prereq in your XML for which the PrereqTech doesn't exist.

blazekid87
Nov 10, 2010, 10:47 AM
Ok so i went through the prereq techs and took out the NULLs I had and made sure all techs are referenced correctly. Still having the same issue.

http://img186.imageshack.us/img186/6774/techtool.jpg (http://img186.imageshack.us/i/techtool.jpg/)

lemmy101
Nov 10, 2010, 11:14 AM
As I say beyond this I can't tell what's happening unless I debug it.

Valkrionn
Nov 10, 2010, 12:32 PM
One feature I'd like to suggest: Integrate this into ModBuddy. I know it is possible to create extensions for modbuddy, so an extension that would A)Launch the editor, B)Automatically load whatever project you were working on, and C)Output the xml files into the project directory, and automatically add them to the modbuddy project, would be excellent. ;)

lemmy101
Nov 10, 2010, 12:33 PM
Yeah that's definitely on the cards. :) It's what we did for Nexus Buddy.

Valkrionn
Nov 10, 2010, 12:38 PM
Great to here. Will make the final step of actually building the mod that much simpler for those using this. :goodjob:

While I'm here: For a few versions now, I've been unable to use the editor. :lol: I get the following error:

"The 'Text' start tag on line 37 position 88 does not match the end tag of 'Row', Line 38, position 7."

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.Xml.XmlException: The 'Text' start tag on line 37 position 88 does not match the end tag of 'Row'. Line 38, position 7.
at System.Xml.XmlTextReaderImpl.Throw(Exception e)
at System.Xml.XmlTextReaderImpl.Throw(String res, String[] args)
at System.Xml.XmlTextReaderImpl.ThrowTagMismatch(Node Data startTag)
at System.Xml.XmlTextReaderImpl.ParseEndElement()
at System.Xml.XmlTextReaderImpl.ParseElementContent()
at System.Xml.XmlTextReaderImpl.Read()
at System.Xml.XmlLoader.LoadNode(Boolean skipOverWhitespace)
at System.Xml.XmlLoader.LoadDocSequence(XmlDocument parentDoc)
at System.Xml.XmlLoader.Load(XmlDocument doc, XmlReader reader, Boolean preserveWhitespace)
at System.Xml.XmlDocument.Load(XmlReader reader)
at System.Xml.XmlDocument.Load(String filename)
at IndieStoneCiv5XMLTools.Civ5XmlDatabase.LoadTables( String file)
at IndieStoneCiv5XMLTools.Civ5XmlDatabase.Load()
at IndieStoneTechEditor.TechTree.FirstUpdate()
at IndieStoneTechEditor.TechTree.panel1_Paint(Object sender, PaintEventArgs e)
at System.Windows.Forms.Control.OnPaint(PaintEventArg s e)
at System.Windows.Forms.Control.PaintWithErrorHandlin g(PaintEventArgs e, Int16 layer)
at System.Windows.Forms.Control.WmPaint(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Mes sage& m)
at System.Windows.Forms.Control.ControlNativeWindow.O nMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
IndieStoneTechEditor
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Valkrionn/Downloads/IndieStoneTechTreeEditor0_9/IndieStoneTechEditor.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
IndieStoneTools
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Valkrionn/Downloads/IndieStoneTechTreeEditor0_9/IndieStoneTools.DLL
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


At first I assumed it was because I had loaded Civ V Beta, rather than Civ V (I'm a tester); Figured there was an issue with the latest build. Deleted the cache, loaded the release exe, tried again; Same error.

Uninstalled/Reinstalled Civ5 to make sure I hadn't made an edit somewhere and forgot, deleted cache, launched the game to recreate it; Same error. :lol:

lemmy101
Nov 10, 2010, 12:44 PM
Hmm that's odd, it seems to be failing to load and XML file from the Civ 5 directory. Someone else has had that same error, I figured it must have been an edited base XML file but who knows. :S will look into it. You 100% positive there's been no unintentional edits to core XML files? (I've done it loads when I've had core find results open in modbuddy)

EDIT: Uninstalled/Reinstalled Civ5 to make sure I hadn't made an edit somewhere and forgot, deleted cache, launched the game to recreate it; Same error)

I'm such a skim reader. ;)

Valkrionn
Nov 10, 2010, 12:48 PM
Absolutely sure the base game is not edited, as I completely uninstalled/reinstalled it.

After I get out of this next class (Cinema. Awesome. Sit in the back, watch movies, drink, joke with the professor. I love this class.) I'll double check my nexus pathing; It may well be that I used the path for the test build, rather than released version, which could cause issues. :lol:

If that's the case, of course, I'll make sure Firaxis knows they have an xml error somewhere in their latest build... Probably fixed already though. :lol:

lemmy101
Nov 10, 2010, 12:48 PM
Hang on here's a thought, check out these registry key settings:

HKCU\Software\Firaxis\Tools\ToolAssetPath

32bit: HKLM\Software\Firaxis\Civilization5\InstallPath
64bit: HKLM\Software\Wow6432Node\Firaxis\Civilization5\In stallPath

see if any of those are pointing at your beta?

I changed the registry keys a while back because some people didn't have nexus paths set up properly, so now it checks these ones first, but I think that may be causing more problems than it solves.

EDIT: Haha beat me to it. ;D

lemmy101
Nov 10, 2010, 01:31 PM
For numerous reasons I'm not going into, we've decided to continue support of the tools on WePlayCiv.com, I will still continue to reply to PMs and post any big announcements about tool/mod releases over here, but for the latest info it would be a good idea to keep an eye out over there:

http://www.weplayciv.com/forums/showthread.php?5126-IndieStone-Visual-Tech-Tree-Editor&p=157777#post157777

Cheers!

lemmy

Valkrionn
Nov 10, 2010, 03:00 PM
Just to make sure you see this I'm posting in the new thread as well, but yes, my registry was pointing at the Civ V Beta folder, not the Civ V folder. Changing it removed the issue entirely. :goodjob:

magzhi
Nov 11, 2010, 05:38 AM
hi lemmy thanks for so good job in making this tech tree editor but I have problem with latest version of it. After I installed lattest version I got this mistake:
Could not find a part of the path "C:\Program Files (x86)\Steam\SteamApps\common\sid meier's civilization v\Assets\Assets\Gameplay\"

I found mistake that it writes two times Assets in this path
And here is more detailed mistake:
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Program Files (x86)\Steam\SteamApps\common\sid meier's civilization v\Assets\Assets\Gameplay\'.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileSystemEnumerableIterator`1.CommonIni t()
at System.IO.FileSystemEnumerableIterator`1..ctor(Str ing path, String originalUserPath, String searchPattern, SearchOption searchOption, SearchResultHandler`1 resultHandler)
at System.IO.Directory.InternalGetFileDirectoryNames( String path, String userPathOriginal, String searchPattern, Boolean includeFiles, Boolean includeDirs, SearchOption searchOption)
at System.IO.Directory.GetFiles(String path)
at IndieStoneCiv5XMLTools.Civ5XmlDatabase.LoadDir(Str ing s)
at IndieStoneCiv5XMLTools.Civ5XmlDatabase.Load()
at IndieStoneTechEditor.TechTree.FirstUpdate()
at IndieStoneTechEditor.TechTree.panel1_Paint(Object sender, PaintEventArgs e)
at System.Windows.Forms.Control.OnPaint(PaintEventArg s e)
at System.Windows.Forms.Control.PaintWithErrorHandlin g(PaintEventArgs e, Int16 layer)
at System.Windows.Forms.Control.WmPaint(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Mes sage& m)
at System.Windows.Forms.Control.ControlNativeWindow.O nMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
IndieStoneTechEditor
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Magzhi/Documents/Firaxis%20ModBuddy/Tech%20Tree%20Editor/IndieStoneTechEditor.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
IndieStoneTools
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Magzhi/Documents/Firaxis%20ModBuddy/Tech%20Tree%20Editor/IndieStoneTools.DLL
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

lemmy101
Nov 11, 2010, 05:43 AM
Hiya this means you've not got your Nexus paths set up correctly.

http://forums.civfanatics.com/showthread.php?t=386808&highlight=nexus+path
http://forums.civfanatics.com/showthread.php?t=386972&page=7

You should keep an eye out over here for updates btw :)

http://www.weplayciv.com/forums/showthread.php?5126-IndieStone-Visual-Tech-Tree-Editor&p=157869#post157869

magzhi
Nov 11, 2010, 05:47 AM
thx I saw update but I was too lazy to create account in playciv.com

Duha
Nov 11, 2010, 10:58 PM
DOWNLOAD LATEST ALPHA VERSION HERE: http://www.weplayciv.com/forums/showthread.php?5126-IndieStone-Visual-Tech-Tree-Editor

By Lemmy101 and CaptainBinky


Hi,

May be this thread (http://forums.civfanatics.com/showthread.php?t=396722) will be intresting for you.

Are you planing to show source files? It will be interesting for me how it works inside.


After closing Edit db for info window does not updated
Steps to reproduce:
1. click Edit db for tech
2. Change value
3. Close edit window
4. observe info window
5. Change focus to other tech
6. Restore focus to edited tech

Observed result:
On step 4 there is old data
On step 6 there is new data

Expected result:
On Edit db info window updated.

fozo1655
Nov 14, 2010, 10:50 AM
I get a werid pathing issue on start-up and the splash screen stays up

fozo1655
Nov 16, 2010, 04:39 PM
help?

lemmy101
Nov 16, 2010, 04:41 PM
Hi, I'm looking into these problems look out for a new release soon.

Kruelgor
Nov 24, 2010, 11:07 AM
Lemmy, you and CaptainBinky are phenomenal. I want to try this out.

and again, as I private messaged you earlier, I'm sorry for that ugly thread.

Kruelgor
Nov 24, 2010, 11:15 PM
Heh I think the Lua and SQL stuff would be such a headache and a long task I'm not sure I'm willing to put myself through it. :D

Firaxis should send you a check.

After looking more into this, it's jaw dropping. I can't believe it.

alpaca
Nov 26, 2010, 10:02 AM
Just checking this out because I'll start editing techs some time soon. Great tool!

Two small gripes: Firstly, would it be possible to add a tooltip to the units and such unlocked by techs so you can tell which is which. Ideally, the tooltip would show the localised name and ID. And secondly, all unit icons seem to be duplicated or sometimes even tripled or quadrupled. Is this only me?

lemmy101
Nov 26, 2010, 10:05 AM
A couple of people have had this issue, haven't managed to figure out what's causing it yet :S

alpaca
Nov 26, 2010, 01:00 PM
A couple of people have had this issue, haven't managed to figure out what's causing it yet :S

Is it open source? If so I could maybe run it through the debugger and have a look