BFTTree - Multiple Page Tech Tree

Thanks for being so awesome about this, I have two more questions (If it's allright)

1. Apart from buildings etc. that become available with techs and art, is it as easy as what you have on page one to make a tech?

2. Do categories have to be hard coded in, or can they just appear if a tech is in it? (I.e. if I wanted a Tourism tech category, would I need to get the Tourism category coded in, or just make a tech that needs it?)

3. Can techs have prereqs. in different categories?

EDIT: Apparently I have 3 more questions
 
Thanks for being so awesome about this, I have two more questions (If it's allright)

1. Apart from buildings etc. that become available with techs and art, is it as easy as what you have on page one to make a tech?

2. Do categories have to be hard coded in, or can they just appear if a tech is in it? (I.e. if I wanted a Tourism tech category, would I need to get the Tourism category coded in, or just make a tech that needs it?)

3. Can techs have prereqs. in different categories?

EDIT: Apparently I have 3 more questions

1. Yes it is quite easy, you can see how technologies are created by looking at this file:

CIV5Technologies.xml

in this location if you are using windows 7 64bit:

C:\Program Files (x86)\Steam\steamapps\common\sid meier's civilization v\Assets\Gameplay\XML\Technologies\CIV5Technologies.xml

If you download BFTTree and look for this file:

StartingCivSpecificTechs.xml

in

Documents\My Games\Sid Meier's Civilization 5\MODS\FiresForever BFTTree (v 5)\StartingCivTech\Tech

It should also help you a bit :)

2. The categories are hardcoded, if you want any adding just post them here and they will be in the next version.

3. Yes techs can have prereqs in any other tree category including the default and civilization specific ones.

Hope that helps


On a different topic i have had some time to work on the multiple social policies mod (BFSPanel) and it is slowly moving in the right direction. :)
 
Do you have any idea how awesome you are?

In that case, could you please add in a Tourism category?

Oh, and one more question, can I have a category not start until a certain era? So could I have a tech with no prereq. in the industrial era, or would it just be available from the start.
 
Do you have any idea how awesome you are?

In that case, could you please add in a Tourism category?

Oh, and one more question, can I have a category not start until a certain era? So could I have a tech with no prereq. in the industrial era, or would it just be available from the start.

will do, and yes it needs to have a prereq or would be available from the start

You're welcome :)
 
I'm sorry to keep bugging you with all these questions, but would it be possible to make a prereq. pipe invisible? Say I wanted a Tourism tech, which requires Steam Power. The tourism tech would be in it's own category (Otherwise why would I get you to make one!) but it requires Steam Power. Is there any way to hide the pipe from Steam Power to Tourism?
 
I'm sorry to keep bugging you with all these questions, but would it be possible to make a prereq. pipe invisible? Say I wanted a Tourism tech, which requires Steam Power. The tourism tech would be in it's own category (Otherwise why would I get you to make one!) but it requires Steam Power. Is there any way to hide the pipe from Steam Power to Tourism?

if the technologies are in different categories the pipes will be invisible
 
On a different topic i have had some time to work on the multiple social policies mod (BFSPanel) and it is slowly moving in the right direction. :)

Oh you rock... :)


In my mod I am just about finished with the Digital era. After that I am going to knock out the Nanotech era.

Once those two are knocked out I am going to try and implement your mod. If it all goes smoothly, I think in the range of 6-14 days I should be ready to begin testing the pages using my mod. Hopefully. :)


Btw, do the buttons still show up if there are no techs in them?
 
Oh you rock... :)


In my mod I am just about finished with the Digital era. After that I am going to knock out the Nanotech era.

Once those two are knocked out I am going to try and implement your mod. If it all goes smoothly, I think in the range of 6-14 days I should be ready to begin testing the pages using my mod. Hopefully. :)


Btw, do the buttons still show up if there are no techs in them?

Buttons only show if they have a tech in them now
 
Buttons only show if they have a tech in them now

Awesome. :)


Do the policy pages work in a similar manner to the tech pages?

Any significant additional or lost modding abilities compared with the tech pages?
 
Awesome. :)


Do the policy pages work in a similar manner to the tech pages?

Any significant additional or lost modding abilities compared with the tech pages?

Yeah atm they work very similar to BFTTree, so if we are adding new branches and policies we will have something like the following:

Spoiler :
For the Branch:

<PolicyBranchTypes>
<Row>
<Type>POLICYSpace_BRANCH_Moon</Type>
etc...

"Space" indicates it is in the space category, "Moon" part indicates it is a Branch in the same way Tradition, Liberty, etc are

For the Policy inside the Branches:

<Policies>
<Row>
<Type>POLICYSpace_Moon_Base_Alpha</Type>
<PolicyBranchType>POLICYSpace_BRANCH_Moon</PolicyBranchType>
etc...

Again in the <TYPE> section "Space" after Policy so we know that this policy belongs in the Space Category. I might work it so that it uses the policybranchtype for this bit since the Category info is already there, but early days


I am working on making the Branches dynamic so you can make your own, the policies under these branches are not a problem and you will be able to add your own, the categories however will still need to be put in by me. The background pictures in the branches might be removed as adding pictures dynamically is a challenge, but i do have some ideas on this :)
 
Yeah atm they work very similar to BFTTree, so if we are adding new branches and policies we will have something like the following:

Spoiler :
For the Branch:

<PolicyBranchTypes>
<Row>
<Type>POLICYSpace_BRANCH_Moon</Type>
etc...

"Space" indicates it is in the space category, "Moon" part indicates it is a Branch in the same way Tradition, Liberty, etc are

For the Policy inside the Branches:

<Policies>
<Row>
<Type>POLICYSpace_Moon_Base_Alpha</Type>
<PolicyBranchType>POLICYSpace_BRANCH_Moon</PolicyBranchType>
etc...

Again in the <TYPE> section "Space" after Policy so we know that this policy belongs in the Space Category. I might work it so that it uses the policybranchtype for this bit since the Category info is already there, but early days


I am working on making the Branches dynamic so you can make your own, the policies under these branches are not a problem and you will be able to add your own, the categories however will still need to be put in by me. The background pictures in the branches might be removed as adding pictures dynamically is a challenge, but i do have some ideas on this :)

Nice, keep up the good work. :)


How hard is adding policy pages? I guess I may want to start ironing out my plans for religions, governments, and the general page before you finish it up... heh.

So what kind of limitations are we looking at? 10 policy branches per page? How many policies in a branch max, 5-9?
 
By the way... is it possible to have sub tabs in the policy screens?

For instance, what I am currently looking at is something like this:

General Government Page. Capitalism, Socialism, Liberty, Autocracy, etc branches.
Government Page. The actual governments such as Monarchy, Democracy, Technocracy, etc.

General Religion Page. Piety, Secularism, Fundamentalism, etc branches.
Religion Page. Judaism, Hinduism, Taoism, etc.

And possibly other pages, though no needs currently come to mind for such pages.


But anyway, you would enter the social policies, see 2 buttons. Religion and Government. Click government and see a button for the General Page, and a button for the Governments Page. Likewise for Religion.



Also, if possible, I would like policies to grant access to certain units, buildings, and wonders. However, I am not sure how interconnected policies and techs can get, or even if policies can grant access to units. Possibly I could make due with promotions, unless I hit the 60 promotion cap...

And of course the ability to open up policies by gaining certain techs rather than an entire era would be nice.


Probably asking a lot, but whatever you can manage should be great. :)
 
I really like the mod. It's awesome, seriously.

I am working on a mod to transform the technology traversal from depth-first to breadth-first. I've written all the Lua logic, I just haven't figured out the trickery in InGame.xml to use my new TechTree.lua or how to make a persistent table. Solving those two problems would put me just about done with the project.

First, feel free to implement my feature. :-)

Second, if you have any suggestions, please let me know! I looked over your InGame.xml but didn't see anything special with the TechTree.lua reference that made it point to yours -- did I miss something?

Jack.
 
I really like the mod. It's awesome, seriously.

I am working on a mod to transform the technology traversal from depth-first to breadth-first. I've written all the Lua logic, I just haven't figured out the trickery in InGame.xml to use my new TechTree.lua or how to make a persistent table. Solving those two problems would put me just about done with the project.

First, feel free to implement my feature. :-)

Second, if you have any suggestions, please let me know! I looked over your InGame.xml but didn't see anything special with the TechTree.lua reference that made it point to yours -- did I miss something?

Jack.

If you are just changing the TechTree.lua file then you don't need to do anything with the ingame.xml, you only need to bother with this if you are adding additional .lua pages. Just build your mod in modbuddy with your version of the techtree.lua and techtree.xml file and it should work.

Will add mongols in the next version and some more categories, i got a lot of work on atm though so wont be out for about 2 weeks.
 
(Thank you Open Office for spell check)
I really like this concept and I was planning on making a mod ( kinda inspired by Elemental, MOM(if you can count that), and FFH) The first two I never even played and the third I only played the scenario shipped with BTS.

I was wondering how you do this because I want to make 2 or three tech trees of my self.


Magic
Civilization
(some non-magical combat themed section)'

So I would appreciate if you could show me how to do this!'
Thanks in advance;
Fozo
 
(Thank you Open Office for spell check)
I really like this concept and I was planning on making a mod ( kinda inspired by Elemental, MOM(if you can count that), and FFH) The first two I never even played and the third I only played the scenario shipped with BTS.

I was wondering how you do this because I want to make 2 or three tech trees of my self.


Magic
Civilization
(some non-magical combat themed section)'

So I would appreciate if you could show me how to do this!'
Thanks in advance;
Fozo

Make a list of all the categories that you want, like you have started doing with magic, civilization, etc and post them here and i will put them into the next version.
 
Will add mongols in the next version and some more categories, i got a lot of work on atm though so wont be out for about 2 weeks.

Thanks, and take your time. You've done enough awesome work for us at the moment, we'll be patient.
 
This maybe alot to ask but I just want these three exclusivly.

Magic
Social Structure
Military
 
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