[TEASER] In-Game Tech Tree Editor

TheLopez

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I know I haven't been on here for a while but I have been busy with real life (who would have thought that a new baby would take so much time :D) and trying to survive a new round of "redeployments" at work. On top of this I started a new project... I'm a bit burnt out on making mod comps so I decided to start working on an in-game tech tree editor... it is almost done but in the mean time here is a teaser image:
TechTreeEditor.jpg
 
Yes, that is correct. You will be able to update techs and change their placement in the tech tree. When you are done you will be able to have the modified tech file written out.
 
And now I have to name my first born after you. That is the single most useful thing I have ever seen. :thanx:
 
Thank you sooo much for this, I was about to start the long work for a techtree for my mod, but now I will wait for this. There is no doubt this is just as useful as the world builder.:goodjob: :D

Question: Will you be able to create new techs and stuff to that effect?
 
ohcrapitsnico said:
Thank you sooo much for this, I was about to start the long work for a techtree for my mod, but now I will wait for this. There is no doubt this is just as useful as the world builder.:goodjob: :D

Question: Will you be able to create new techs and stuff to that effect?

I haven't decided if I want to allow the creation of new techs through this or not. In fact my goal was to just allow people to edit the existing techs and their placement in the first version. The reasoning behind this was that only the CIV4TechInfos.xml would have to be written out. By allowing creation of new techs I would have to find a way to dynamically load up images, create and add new text objects, etc. which I haven't looked into just yet.

EDIT: My plan is to expand this out into multiple editors for the game including in-game editors for units, buildings, etc.
 
Wow! I'm impressed. You never cease to amaze me Lopez. Today I was gonna PM you to ask you what you were working on and if you needed help testing or anything.

TL, you're such a tease! :p
 
I was thinking the same thing shqype. TheLopez is like some kind of modding God-one with whom we mere mortals cannot compare ;) :p. This is looking fantastic, and will be incredibly helpful for me in my attempts to shift the starting religious techs about.
BTW, I hope all is going well with your wife and new baby, and I will keep my fingers crossed for you in regards to the 'redeployments'. I have been there myself, so I kinda know how you feel :).

Aussie_Lurker.
 
Well, when it is finally done, my new CivicsInfo.xml file will give greater flexibility to other modders, so I am not acting entirely selfishly ;) :p

Aussie_Lurker.
 
TheLopez said:
Yes, that is correct. You will be able to update techs and change their placement in the tech tree. When you are done you will be able to have the modified tech file written out.

Brain... exploding... must... have... in-game... unit... editor. :eek:

In all seriousness how do you handle schema differences for this? Im just asking out of curiosity, I havent seen many mods that customize schema on techs so I dont think its a big deal if it just sitcks with base schema.
 
Kael said:
Brain... exploding... must... have... in-game... unit... editor. :eek:

In all seriousness how do you handle schema differences for this? Im just asking out of curiosity, I havent seen many mods that customize schema on techs so I dont think its a big deal if it just sitcks with base schema.
The in-game unit editor is in the works...

I don't handle schema differences, it just handles the base schema. If someone implements a new tag for tech infos in the SDK they will need to update the tech tree editor to handle those changes.
 
TheLopez said:
The in-game unit editor is in the works...

I don't handle schema differences, it just handles the base schema. If someone implements a new tag for tech infos in the SDK they will need to update the tech tree editor to handle those changes.

That makes sense, amazing work!
 
TheLopez said:
I haven't decided if I want to allow the creation of new techs through this or not. In fact my goal was to just allow people to edit the existing techs and their placement in the first version. The reasoning behind this was that only the CIV4TechInfos.xml would have to be written out. By allowing creation of new techs I would have to find a way to dynamically load up images, create and add new text objects, etc. which I haven't looked into just yet.

EDIT: My plan is to expand this out into multiple editors for the game including in-game editors for units, buildings, etc.

Those thoughts did enter my mind afterward that the editor or you would need to provide a way of adding the artwork for the tech and such. My plan is that I'll just dump a load of empty techs and their artworks in the techinfos xml and then just edit it ingame.:)
 
Well, I was thinking for the first release to just provide the bare bones functionality of editing existing techs... in subsequent versions I plan to add the functionality of adding new techs, artwork, etc.
 
:eek: wow! when do you have time to do anything else! This is amazing... watch out farxis :)

BTW... what did you use to do this? Python? C++?
 
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