BFTTree - Multiple Page Tech Tree

FiresForever, Thanks for the help. I got my vertical scroll bar working. Two questions you might know the answer to:
1) Is it really beyond civ5 to have an x and y scrollbar at the same time? (I know that's asking a lot.)
2) Have you run into any kind of hardwired limit on GridY? I can scroll down to techs at GridY=11, but techs below that don't show and I can't scroll to them. I know that these techs are "installed" because I can choose them on the "quick tech choice" panel.

Edit: Nevermind question #2. If I add a tech with GridY=25, then the scrollable y-axis expands out to to show techs to about GridY=20 or so. That seems buggy to me. Maybe CalculateInternalSize() is messed up?

[[The other weird thing is that I can't make my ScrollPanel bigger than 740 in the Y direction. It works with Size="Full,740". I can lower the 740 value and it works, but if I raise it to 800 or Full then bad things happen (loose my y scrollability and other weirdness). My screen is 1200 vertical so that isn't limiting.]] EditEdit: I figured this part out. You have to already have techs in place filling out max screen y or bad things happen (perhaps CalculateInternalSize() craps out when it tries to shrink less than panel size).
 
New screen shot added to the second post, showing progress with the Dynamic Category Buttons. As we can see only those trees that contain technologies are displayed, and also a count on how many technologies each category contains :)

Also which style do you prefer, a list format like here, or a button system like in the current version, or perhaps something different, let me know.
 
Looking great so far. :)

I think the current button system looks pretty good.

Do the AI know how to handle the new tech trees? I am not sure how far ahead they plan in the current tree. I am sure they can at least decide which tech to choose when they have a list of currently available techs, whichever tree they are in anyway.
 
Looking great so far. :)

I think the current button system looks pretty good.

Do the AI know how to handle the new tech trees? I am not sure how far ahead they plan in the current tree. I am sure they can at least decide which tech to choose when they have a list of currently available techs, whichever tree they are in anyway.

The AI still uses all of the techs as it normally would, for us humans the techs are just displayed on different pages, but it is still more or less one big tree.
 
The game seems to limit the number of pre-requisite techs to 4 for any individual tech, have any of you guys come across a way to change this?

Edit : Or why there's an unpopulated table (Technology_ORPrereqTechs)?

Edit2 : Technology_ORPrereqTechs seems to function roughly the same as Technology_PrereqTechs, only it's an invisible pre-req; no pipes are built and the tech that requires it is not referenced. It also appears to be limited to a single ORPreReq per tech as opposed to the 4 allowed for PreReq.

Hmm, I suppose this post isn't really in the right place, I just noticed you guys were having great success modifying the tech tree. My apologies for not truly being on-topic to the thread.
 
FiresForever, would it be possible to increase the width of the tech boxes? The ability to only have 5 icons on a tech is limiting the visibility for techs where I need them to show many improvement increases. Such as +2 to mine production when you research dynamite. When you have 1 tech that has buildings, units, and a couple of these, you end up with a few of them that are not shown in the tech tree.

A height change to allow for a second row of icons would be even better, though I think it would be more problematic to mod.

The game seems to limit the number of pre-requisite techs to 4 for any individual tech, have any of you guys come across a way to change this?

Edit : Or why there's an unpopulated table (Technology_ORPrereqTechs)?

Edit2 : Technology_ORPrereqTechs seems to function roughly the same as Technology_PrereqTechs, only it's an invisible pre-req; no pipes are built and the tech that requires it is not referenced. It also appears to be limited to a single ORPreReq per tech as opposed to the 4 allowed for PreReq.

Hmm, I suppose this post isn't really in the right place, I just noticed you guys were having great success modifying the tech tree. My apologies for not truly being on-topic to the thread.

I haven't tried to prereq more than 4 simply because it makes it too cluttered.

Interesting that the ORPrereqTechs allows for prereqs without pipes though. I can probably actually use that in some of the things I am planning on doing.
 
FiresForever, would it be possible to increase the width of the tech boxes? The ability to only have 5 icons on a tech is limiting the visibility for techs where I need them to show many improvement increases. Such as +2 to mine production when you research dynamite. When you have 1 tech that has buildings, units, and a couple of these, you end up with a few of them that are not shown in the tech tree.

A height change to allow for a second row of icons would be even better, though I think it would be more problematic to mod.

I had a quick look and this in the techtree lua file seems to change the number of icons displayed:
local maxSmallButtons = 5;

I think making the tech buttons wider might cause a lot of problem with the pipes, i guess something for me or someone else to try and see :)
 
BFTTree Update:

The Dynamic Category Buttons are now fully working and in, see second post and screenshot there :D

This allows for many different categories to be added so expect lots of new possibilities in the next version, if you have any category ideas again post them here now to get them added to the next release.
 
I had a quick look and this in the techtree lua file seems to change the number of icons displayed:
local maxSmallButtons = 5;

I think making the tech buttons wider might cause a lot of problem with the pipes, i guess something for me or someone else to try and see :)

No rush, but if you get around to it great. :) I would rather see some multi-page policies first anyway. :D
 
What kind of civilization-specific technologies did you have in mind?

I will leave this up to others to think of atm as i got a lot of other stuff to mod ;)

but things like a Chinese version of gunpowder, which can be researched in an earlier era, and offshoot technologies from that would be interesting as an example of what could be made.


The next version of BFTTree will be released sometime soon, it is more or less complete just needs the code cleaning up a bit and more testing.
 
I thought i would show you some screenshots of my testing with some test technologies. The window can be scrolled down using the mouse wheel, as we can see in the second screenshot. Now that's a lot of possible technology trees :D
 

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Wow.

So many possibilities here. I think I am just about ready with my project to begin testing out the multiple pages. :)

Just a matter of figuring out what kind of bonuses I want to give for each page.
 
Version 5 is now out, which includes the dynamic buttons and a lot more categories, updated information in the first post.
 
Is there a way to create a new era after modern and push future to era 7 or 8? I tried everything I could think of but nothing would work. In the end I had to settle for renaming the future era and just moving on.

Adding eras is pretty easy and works, as long as you aren't trying to add anything in the era 6(future) spot.
 
Is there a category tech pack? I see you have techs for multiple categories, and was wondering if those techs are readily available?

The technologies i have been using are just for testing and don't add anything useful to the game, i am planning on making my own mod with technologies but this will probably be at a much later date as there is a lot of other things i want to do first :)

Until then keep an eye on other mods like Decimatus "Procylon's Call to Power Project" which at some point will/might make use of BFTTree and its categories.
 
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