Tech Tree builders.

Just try storyboarding. I usually create a picture that's the same size as the tech screen, then just plug in techs from screenshots (after I've plugged in the "no tech" areas). Then just draw a cheesy line between them. That seems to work good enough for me...
 
KingTux said:
Just try storyboarding. I usually create a picture that's the same size as the tech screen, then just plug in techs from screenshots (after I've plugged in the "no tech" areas). Then just draw a cheesy line between them. That seems to work good enough for me...

I am trying to figure out this too...I just got one question, KingTux, may I see some of the storyboarding to get an idea?

Thanks!
 
truckingpete said:
I am trying to figure out this too...I just got one question, KingTux, may I see some of the storyboarding to get an idea?

Thanks!

Well, the best example I've got so far I'm currently using for the next version of my mod, so everything's not quite ready or accurate on it, but I guess I can release it. See the attached file below for a good example. This storyboard should have every type that you'll need (0&1, 2&3, 4, 5&6. Don't go above six. It's not pretty... ). (FYI, a unit was added to Jet Engines and Advanced Flight was filled out. As these additions were VERY recent, this storyboard hasn't been updated. Also, the possibility of more techs to this age between now and the release is HIGHLY probable.)

Civilization follows a very defined route with how much space a tech takes up. So, if you use the type here and take your coordinates from the art program that you're using (Paint, Photoshop, ect.), you should be fine (sometimes, a minor adjustment is needed, but, generally, you don't need to. This usually occurs from unpreparedness for shifting tech groupings.). If you want to use this one, just cut out all the stuff in the white area and place your own stuff in there and draw cheesy lines to connect up your stuff like I did.
 

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KingTux said:
Well, the best example I've got so far I'm currently using for the next version of my mod, so everything's not quite ready or accurate on it, but I guess I can release it. See the attached file below for a good example. This storyboard should have every type that you'll need (0&1, 2&3, 4, 5&6. Don't go above six. It's not pretty... ). (FYI, a unit was added to Jet Engines and Advanced Flight was filled out. As these additions were VERY recent, this storyboard hasn't been updated. Also, the possibility of more techs to this age between now and the release is HIGHLY probable.)

Civilization follows a very defined route with how much space a tech takes up. So, if you use the type here and take your coordinates from the art program that you're using (Paint, Photoshop, ect.), you should be fine (sometimes, a minor adjustment is needed, but, generally, you don't need to. This usually occurs from unpreparedness for shifting tech groupings.). If you want to use this one, just cut out all the stuff in the white area and place your own stuff in there and draw cheesy lines to connect up your stuff like I did.

Okay, So I make the outline that I want. Then I get the coordinates where that picture is located, and where do i do with that? Or am I messing up??? And waht did you mean by "This storyboard should have every type that you'll need (0&1, 2&3, 4, 5&6. Don't go above six. It's not pretty... )." What;s with the numbers. I am trying to make a mod. (I am a first time modder...)

Also how do you add the tech info in the Civlipedia?? This is confusing... :confused:

Thanks for your help ahead of time...
 
check out my tutorial on making tech advisors. it can be found in the tutorial section of these forums. there you will find a grid that is very useful in plotting coordinates for your techs.
 
Origionally posted by truckingpete Okay, So I make the outline that I want. Then I get the coordinates where that picture is located, and where do i do with that? Or am I messing up??? And waht did you mean by "This storyboard should have every type that you'll need (0&1, 2&3, 4, 5&6. Don't go above six. It's not pretty... )." What;s with the numbers. I am trying to make a mod. (I am a first time modder...) Also how do you add the tech info in the Civlipedia?? This is confusing... Thanks for your help ahead of time...

First off, you can get the coordinates from the upper left hand corner of each tech icon. As forthe other part, I was talking about how many units/buildings/abilities that a tech offers. 0 & 1 use the smallest one with only one avaliable slot. If you have 2 or 3, then 3 slots will be used up. 4 has 4 slots, and 5 & 6 have 6 slots. 7 & up just dwindle off downward and it looks ugly. It was more of a side note to help you better plan a tech's space. The method that I'm using can help you better visuallize the space without all the mess.

You add tech info in civilopedia.txt. Search for the tech area and follow Firaxis' lead.

Sorry about any confusion that I might have caused. I assumed too much, I guess (It happens to me a lot with conversations, as I have a photographic memory and have an instant recall of just about anything. It's driven a lot of people crazy when I've restarted up a conversation that I wasn't done with that's years in the past without telling the other person what I'm talking about. In this case, I assumed that you already knew that I was talking about the units/abilities/buildings.)
 
Okay, I got 3 more questions. These should be easy to all the modders but here they are...

1. Once I made my tech tree how to I add it to JUST THAT SECNERIO???
2. Then how do I add it to the WHOLE GAME?? When you start a new game, you don't have to the the .bic, .bix, or .biq to play the tech tree to play that tech tree.
3. You know the picture in the Art/Advisors/science_middle.pcx(?) it just shows the arrows. Well is that were you add it to the whole game. I tried to do that but it didn't work unless I misspelled the word. Is this how you add it to the whole game??

I just added one new tech in the middle ages. The rest is the same. I want to start a little easy then I'll start doing advance stuff...Thanks!
 
Origionally posted by truckingpete Okay, I got 3 more questions. These should be easy to all the modders but here they are... 1. Once I made my tech tree how to I add it to JUST THAT SECNERIO??? 2. Then how do I add it to the WHOLE GAME?? When you start a new game, you don't have to the the .bic, .bix, or .biq to play the tech tree to play that tech tree. 3. You know the picture in the Art/Advisors/science_middle.pcx(?) it just shows the arrows. Well is that were you add it to the whole game. I tried to do that but it didn't work unless I misspelled the word. Is this how you add it to the whole game?? I just added one new tech in the middle ages. The rest is the same. I want to start a little easy then I'll start doing advance stuff...Thanks!

1. You add the techs under the Civilization Advances tag under Edit Rules.
2. Rename "conquests.biq" in the default directory and then name your own scenario as conquests.biq. Now that you've done this, back up anything that you will be replacing, then move every file to their proper directories.
3. Art/Advisors/science_middle.pcx is used for the tech arrows. If you want to integrate the one tech in, you'll have to draw the arrows in this file, then save it to your scenario's folder. That way, you don't screw up the regular game's tech tree. If you're planning on replacing it, just go right ahead, but remember, it might mess up the conquests' tech trees.
 
Thanks...If it messes up the tech tree...well at least i can reinstall it..:D

Thanks again...just a few more thing to do before my little tech tree is complete....well the one tech I added...:D Then if that works...FULL SCALE MODDING!

EDIT: I think you messed up my 1st question. It says how to you add that tech tree into a scenorios??? I know how to add techs in the editor, but how do you add the new tech tree into that scenorio??

Thanks again!
 
truckingpete said:
EDIT: I think you messed up my 1st question. It says how to you add that tech tree into a scenorios??? I know how to add techs in the editor, but how do you add the new tech tree into that scenorio??

As far as I know, you can' add techs to the editor, then to the scenario; you must follow the sequence
1. Load whole scenario in the Editor memory (File Open choose the scenario you want)
2. add the techs
3. Save
 
This is what I am trying to do:

noarrowpete.jpg


I made a tech tree with the arrow on it. I replaced it with the original. Well first I made a back - up. The file name is all right..Itried more than 5 times but it doesn't work. I think this is what is wrong: The file is too big and the game can't hold it. The origianl science_middle.pcx is 1,060 KB and my file is 2,100 or more KB. When I try it doesn't work. It just shows the ancinet era tech arrows over the middle age techs. Then I go to the industrial age then back to the middle and the industrial age tech arrows are under the middle age techs!! What's in the world am I doing wrong???

Thanks!

P.S. - I am trying to make an arrow to the box with black boxes in. I want it tto come off from Feudilsm....(I put the black boxxes over becuase I don't want to release just yet..:D)
 
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