FiresForever
Prince
- Joined
- Sep 30, 2010
- Messages
- 584
BFTTree Version 6 Released 21/11/2010
Well it has been just over a month now since v5 was released, thanks to everyone for their input especially lemmy, i still have a bit of spit and polishing to do before release. So here is some new info to keep you going until then, there are some major changes so check out the new ‘how to’ section to see how the new system works!!
About
This is a multiple category (page) technology tree mod, useful to anyone adding new technologies to the game.
It includes:
Categories
Create your new technologies and place them within a specific category, for example:
Technology: Really Big Guns
Category: Offensive
Or
Technology: Shields
Category: Defensive
Technologies in any of the category trees can have prerequisite technologies in any other tree, including the default tree.
Civilization Specific Trees (and Technologies)
Want to create a technology tree and technologies that can only be used by England? How about Technologies only for America? BFTTree can do this.
NEW IN V6:
Everything is changed to run from XML rather than by lua editing making it extra moddable, no more asking me for categories you can now add them yourself
There is not a lot by default but now all text is written in TEXT_KEY format allowing additional languages to be added.
How To (Under Development)
To demonstrate how BFTTree works i will walk through how a new technology tree (category) and technologies, that is just for the “English civilization” can be created.
The following is an example of creating a new Tech Tree called ‘England’, similarly to how we create a new technology we can write the following in an XML file:
We could stop here if we wanted the technologies to be available to all civilization, but in this case we want this tree to be only for the English Civilization. We also want it to be displayed when we click the ‘our technologies button’ on the ‘technology trees available’ popup window (see screenshot).
Here we have the name of the technology tree that we made earlier, the civilization that this technology tree belongs to and the ‘YES’ links this tree to the ‘our technologies button’.
Now the tree is set up let’s make the technologies, we create them as normal but add a tag:
Since we want these technologies to only be researched by England we first need to create a starting technology for this tree, then disable it and finally gift it to the English civilization this will prevent other civilisations researching technologies that have this as a prereq. So we have the following technology:
Now lets disable this technology:
Now we will give this technology to the English civilization:
We now have our new tech tree and starting category, now you can create more technologies for this tree, make sure to make prereq so that all your new technologies for this tree link back to this first starting tech.
Files Changed and Created for this mod
InGame.xml (Important breaks compatibility with any other mod changing this file)
TechTree.lua
TechTree.xml
TechTreeCategories.lua
TechTreeCategories.xml
TechTreeText.xml
TechCheck.lua (Not currently used)
Additional Info:
This mod does not change the height of the technology panels, doing this would cause problems and compatibility issues with about 20% of steam users. (http://store.steampowered.com/hwsurvey)
Well it has been just over a month now since v5 was released, thanks to everyone for their input especially lemmy, i still have a bit of spit and polishing to do before release. So here is some new info to keep you going until then, there are some major changes so check out the new ‘how to’ section to see how the new system works!!
About
This is a multiple category (page) technology tree mod, useful to anyone adding new technologies to the game.
It includes:
Categories
Create your new technologies and place them within a specific category, for example:
Technology: Really Big Guns
Category: Offensive
Or
Technology: Shields
Category: Defensive
Technologies in any of the category trees can have prerequisite technologies in any other tree, including the default tree.
Civilization Specific Trees (and Technologies)
Want to create a technology tree and technologies that can only be used by England? How about Technologies only for America? BFTTree can do this.
NEW IN V6:
Everything is changed to run from XML rather than by lua editing making it extra moddable, no more asking me for categories you can now add them yourself

There is not a lot by default but now all text is written in TEXT_KEY format allowing additional languages to be added.
How To (Under Development)
Spoiler :
To demonstrate how BFTTree works i will walk through how a new technology tree (category) and technologies, that is just for the “English civilization” can be created.
The following is an example of creating a new Tech Tree called ‘England’, similarly to how we create a new technology we can write the following in an XML file:
<GameData>
<TechTreeCat>
<Row>
<ID>0</ID>
<Type>TECHTREE_England</Type>
<Description>TXT_KEY_TECHTREE_ENGLAND</Description>
<PortraitIndex>0</PortraitIndex>
IconAtlas>TECHTREE_ATLAS</IconAtlas>
</Row>
</TechTreeCat>
</GameData>
We could stop here if we wanted the technologies to be available to all civilization, but in this case we want this tree to be only for the English Civilization. We also want it to be displayed when we click the ‘our technologies button’ on the ‘technology trees available’ popup window (see screenshot).
<GameData>
<Civilization_TechTreeAccess>
<Row>
<TechTreeType>TECHTREE_England</TechTreeType>
<CivilizationType>CIVILIZATION_ENGLAND</CivilizationType>
<CivilizationMainTree>YES</CivilizationMainTree>
</Row>
</Civilization_TechTreeAccess>
</GameData>
Here we have the name of the technology tree that we made earlier, the civilization that this technology tree belongs to and the ‘YES’ links this tree to the ‘our technologies button’.
Now the tree is set up let’s make the technologies, we create them as normal but add a tag:
<TechCat>TECHTREE_England</TechCat>
Since we want these technologies to only be researched by England we first need to create a starting technology for this tree, then disable it and finally gift it to the English civilization this will prevent other civilisations researching technologies that have this as a prereq. So we have the following technology:
<Technologies>
<Row>
<Type>TECH_Starting_England_Technology</Type>
<TechCat>TECHTREE_England</TechCat>
<Cost>1000</Cost>
<Description>TXT_KEY_TECH_Starting_England_Technology_TITLE</Description>
<Civilopedia>TXT_KEY_TECH_Starting_England_Technology_DESC</Civilopedia>
<Help>TXT_KEY_TECH_Starting_England_Technology_HELP</Help>
<Era>ERA_ANCIENT</Era>
<Trade>true</Trade>
<GoodyTech>true</GoodyTech>
<GridX>0</GridX>
<GridY>5</GridY>
<Quote>TXT_KEY_TECH_England_Only_Technologies_QUOTE</Quote>
<PortraitIndex>1</PortraitIndex>
<IconAtlas>TECH_ATLAS_1</IconAtlas>
</Row>
Now lets disable this technology:
<Update>
<Where Type="TECH_Starting_England_Technology"/>
<Set Disable="1"/>
</Update>
</Technologies>
Now we will give this technology to the English civilization:
<Civilization_FreeTechs>
<Row>
<CivilizationType>CIVILIZATION_ENGLAND</CivilizationType>
<TechType>TECH_Starting_England_Technology</TechType>
</Row>
</Civilization_FreeTechs>
We now have our new tech tree and starting category, now you can create more technologies for this tree, make sure to make prereq so that all your new technologies for this tree link back to this first starting tech.
Files Changed and Created for this mod
InGame.xml (Important breaks compatibility with any other mod changing this file)
TechTree.lua
TechTree.xml
TechTreeCategories.lua
TechTreeCategories.xml
TechTreeText.xml
TechCheck.lua (Not currently used)
Additional Info:
This mod does not change the height of the technology panels, doing this would cause problems and compatibility issues with about 20% of steam users. (http://store.steampowered.com/hwsurvey)