IndieStone - Visual Tech Tree Editor

Thanks for the update, that's a great tool :)

Not sure if it's on my end or in the tool, but the resulted XML referenced "TECH_DRAMA_AND_POETRY" but it should have been "TECH_DRAMA"

There was also a few other typos on key names, PLASTICS and PENICILLIN IIRC.

Glad to help! I ran into some errors like this with the text keys generated by the tool as well. The text keys in the base game have relatively confusing names and I think lemmy and CaptainBinky's objective was to reorganize the names into a more logical system automatically, but depending on how you integrate their XML in your mod it may not work correctly.

I'll take a look and see if this error is to do with that, or it's possibly a problem with tech key name changes in BNW. Either way, I'll release an update once I have time to find the bug.

Nothing to report but I wanted to say thank you for all the great community tools you've been updating or creating.

No problem, I'm glad everyone can find them useful again! This tool particularly looked like it was really powerful for all kinds of mods and it was a shame to leave it non-functional because of the expansion packs. (Plus I wanted to use it as well!)
 
Right, bug fix update. It's the same download page as before, the file has just been updated (so the old post gives people the newest version). Download and extract this zip and use it instead of your old version. (You can delete your old version if you like, just make sure you don't accidentally delete any XML files the Tech Tree Editor may have generated that you still want to use!)

This update should fix the era splitting bug mentioned by yric277 on the previous page.

Spoiler :
I found an error when I tried to split the information era into another.

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at IndieStoneTechEditor.EraInfo.get_NoBarbCities()
at IndieStoneTechEditor.EraInfo.Copy(EraInfo eraInfo)
at IndieStoneTechEditor.EraSlider.Split()
at IndieStoneTechEditor.TechTree.splitEraHereToolStripMenuItem_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18047 built by: FX45RTMGDR
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------



For interested parties, this bug appears to have been caused by Firaxis removing the "NoBarbCities" column from the Eras table. (The editor would look for it and it wasn't there.) Consequently, there are probably new columns that the editor isn't picking up. (Introduced by G&K and BNW.) If people are finding this is the case, I'll look into adding them into the next update.

I've looked into the tech key naming error Gedemon brought up, but I can't seem to find any reason why the keys for those techs might have changed. Is there a specific sequence of changes I can perform to replicate the error?

Also, anyone who doesn't yet have BNW, can you test out the BNW version of the Tech Tree Editor with your install? It may work, in which case I can remove support for the dedicated G&K version, which saves me backporting bug fixes to it.
 
tested using BNW, latest version

manage to edit the tech tree but cannot export it, even just opening the TTE then going to export an untouched tree results in it freaking out with a popup saying RESOURCE_COPPER, 'this deleted entry from the Resources table is referenced here' but the only thing i can do it hit the x, none of the buttons seem to work

if i close that, then attempt to export again it gives me an unhandled exception -

Spoiler :

************** Exception Text **************
System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at IndieStoneTools.Forms.Export.SaveISMod()
at IndieStoneTools.Forms.Export.button2_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1008 (RTMGDR.030319-1000)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------


would i be right in assuming that if i could save the xml from an edited tree, then copy over my original tech tree in my civ5 dir with it the game would simply execute what's inside it without needing to compile it as part of a mod?

i've tried limiting my tech tree manually by fiddling with the xml but stuff like the relationship between xml files and luas is still baffling, so quite eager to get this TTE working as i need a crutch lol

ty and good work so far ppls

negrodamus

p.s. if i do remove a technology or edit anything whatsoever it gives me the same error as the resource_copper one but instead it's tech_communications, the first three lines of the exception spoilered above are identical in both the copper and comms conflict box thingy
 
tested using BNW, latest version

manage to edit the tech tree but cannot export it, even just opening the TTE then going to export an untouched tree results in it freaking out with a popup saying RESOURCE_COPPER, 'this deleted entry from the Resources table is referenced here' but the only thing i can do it hit the x, none of the buttons seem to work

if i close that, then attempt to export again it gives me an unhandled exception -

Spoiler :

************** Exception Text **************
System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at IndieStoneTools.Forms.Export.SaveISMod()
at IndieStoneTools.Forms.Export.button2_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1008 (RTMGDR.030319-1000)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------


would i be right in assuming that if i could save the xml from an edited tree, then copy over my original tech tree in my civ5 dir with it the game would simply execute what's inside it without needing to compile it as part of a mod?

i've tried limiting my tech tree manually by fiddling with the xml but stuff like the relationship between xml files and luas is still baffling, so quite eager to get this TTE working as i need a crutch lol

ty and good work so far ppls

negrodamus

p.s. if i do remove a technology or edit anything whatsoever it gives me the same error as the resource_copper one but instead it's tech_communications, the first three lines of the exception spoilered above are identical in both the copper and comms conflict box thingy

All righty, another bug fix update. (Same page again, the file has just been updated.) This should fix the bug mentioned by negrodamus here that was preventing new XML from being exported when using BNW.

Regarding the question negrodamus posed, the XML generated by the Visual Tech Tree Editor will still need to be placed as a part of a mod. Though it's probably possible to use the content of the XML files in place of in-game files and achieve the same effects, there may be some unpredictable bugs since the Tech Editor generates a lot of files, some of which may only have tiny changes but which must all be applied for anything to work correctly. Furthermore, I don't think the Tech Editor files all sync up nicely with the file structure used by Firaxis for XML files. (Which doesn't matter if it's in a mod, but would matter if you were trying to paste them into your install directory.)

For interested parties about the above bug, and for anyone who may not have seen this before, I came across the following in the BNW XML in ..\Sid Meier's Civilization V\Assets\DLC\Expansion2\Gameplay\XML\Terrain\CIV5Resources_Inherited_Expansion2.xml:

Code:
    <InsertOrAbort>
      <Type>RESOURCE_CITRUS</Type>
      <TechCityTrade>TECH_CALENDAR</TechCityTrade>
      <Happiness>4</Happiness>
      <Description>TXT_KEY_RESOURCE_CITRUS</Description>
      <Civilopedia>TXT_KEY_CIV5_RESOURCE_CITRUS_TEXT</Civilopedia>
      <ResourceClassType>RESOURCECLASS_LUXURY</ResourceClassType>
      <ArtDefineTag>ART_DEF_RESOURCE_CITRUS</ArtDefineTag>
      <PlacementOrder>3</PlacementOrder>
      <ConstAppearance>50</ConstAppearance>
      <MinAreaSize>3</MinAreaSize>
      <MaxLatitude>90</MaxLatitude>
      <RandApp1>25</RandApp1>
      <RandApp2>25</RandApp2>
      <Player>67</Player>
      <Flatlands>true</Flatlands>
      <GroupRange>3</GroupRange>
      <GroupRand>15</GroupRand>
      <IconString>[ICON_RES_CITRUS]</IconString>
      <PortraitIndex>0</PortraitIndex>
      <IconAtlas>EXPANSION_RESOURCE_ATLAS</IconAtlas>
    </InsertOrAbort>

InsertOrAbort is taking the place of Row. Assuming it does what it sounds like it does, it might be quite interesting if modders could use these tags as well?
 
S3rgeus, I'm still encountering the "given key not in the present directory" bug even though I'm using the latest version. Is there any logs or anything I can send you?

That error can be caused by a whole bunch of different things. It's just reporting that it tried to load a text key which then wasn't present in its dictionary. If you can post the stack trace that pops up like negrodamus did and give me a brief description of what you were doing when the error occurred I can look into the bug.

I'm aware of a bug in the conflict resolution part of the Tech Editor (brought to my attention here). So if you're exporting a modified tech tree that may require conflict resolution (i.e. if you delete stuff instead of disabling it) then the Editor may not perform correctly in its current state.
 
I'm running into the error a lot. I don't really feel like I can move techs around or add prereqs and it not happen. Of course, it could be I don't really know what I'm doing.

I want to create a tech tree from scratch. Can I do this with IndieStone in its current state? Or do I need to mod my tree off of the Civ5 tree?

How can I edit the prereqs of a tech in Indie Stone? I feel like I'm having trouble moving the prereq lines around, and I can't find a way to delete a line either.

Is there any kind of docs or user manual for how to do some of this stuff?

I'm super excited to use this because it looks awesome and I appreciate your time into improving it. I'm just having a little trouble getting up and going.
 
I'm running into the error a lot. I don't really feel like I can move techs around or add prereqs and it not happen. Of course, it could be I don't really know what I'm doing.

I want to create a tech tree from scratch. Can I do this with IndieStone in its current state? Or do I need to mod my tree off of the Civ5 tree?

There is a feature in one of the menus that lets you start from a blank tree, but due to the issues with the conflict resolution part of the Editor, you probably won't be able to export your XML afterwards until I fix that/those bug(s).

How can I edit the prereqs of a tech in Indie Stone? I feel like I'm having trouble moving the prereq lines around, and I can't find a way to delete a line either.

Actually, this confused me too before I got into it. To delete a line click on the line so it's selected. (You'll be able to tell it's selected because a little green box will appear at the points where that line meets any techs.) If you want to create a new PreReq, click on the 'older' tech to select it. There should be a little box on the right hand edge of that tech. Click on (do not release) on that little box and drag the dependency to another tech, then release to assign the prereq.

Is there any kind of docs or user manual for how to do some of this stuff?

I don't think there is an official manual, but I've found searching these forums and using Google has turned up some useful hints. (That's how I worked out the above prereq process as well.)

I'm super excited to use this because it looks awesome and I appreciate your time into improving it. I'm just having a little trouble getting up and going.

Thanks! It's understandable having trouble, there are a couple of very feature-destroying bugs that I still need to work out. It's a very large program, so I don't have a complete grasp of the whole thing and how each of the pieces fit together yet. Much like the Civ source code, fixing bugs should be easier for me after I've gone through the code base a few times trying to achieve specific goals. (Like fixing these bugs!)

I'll try to take a look at the conflict resolution bug this weekend, that should open up a lot of new possibilities for everyone.
 
Thanks for your reply. Strangely enough, I can't seem to select any of the existing PreReq lines. I can create a new PreReq line as you describe, and I can select this new line and get the little green boxes, but I can't seem to delete it or do anything else with it.

Also, is there a way to view the current PreReqs set for a tech? I didn't see this info when I select the Edit DB Row after right-clicking.
 
Thanks for your reply. Strangely enough, I can't seem to select any of the existing PreReq lines. I can create a new PreReq line as you describe, and I can select this new line and get the little green boxes, but I can't seem to delete it or do anything else with it.

I had this problem as well, and I'm not 100% sure how I sorted it. All I can recommend is keep trying to select the existing lines, some combination of having selected/created enough prereqs, all the editing works correctly. Also, I forgot to say, once you've got the prereq selected, press the delete key to delete it!

Also, is there a way to view the current PreReqs set for a tech? I didn't see this info when I select the Edit DB Row after right-clicking.

Because of the way CiV stores prereqs, they aren't listed in the DB Row for the technology. (When you add/edit a tech, you'll notice there's no prereq column in the Technologies table.) This is done by a separate table that lists all the dependencies, so it's not listed on there.

It would be technically possible to list the prereqs in the Edit DB row window, but that might be a bit misleading. And I'd prefer to fix the bugs present in the current version (the major ones anyway) before adding any functionality.
 
And here's a new update. This should fix the conflict resolution system. Thankfully, it was a relatively simple bug involving messages not being sent from the buttons on the conflict resolution screen to the main window for them to be dealt with. (Saved me grappling with how the heck lemmy101 and CaptainBinky implemented their conflict resolution.)
 
I've noticed that when trying to export new tech trees, there is a key not found error that was not there before. In one of the recent patches, Firaxis introduced a bug that breaks the conflict resolution part of this tool. To fix it, open ..\Assets\DLC\Expansion2\Gameplay\XML\Units\Civ5Units.xml and change the "PolicyType" column to reference "PolicyBranchTypes(Type)" instead of "PolicyTypes(Type)". Because, of course, PolicyTypes doesn't exist. You'll notice this bug in your database log (in an unmodded game) if you've got database validation enabled.

This fix will be undone by any future updates (assuming a future update isn't fixing this) or verifying your game cache, but I'd have to hardcode a fix into the Tech Editor to deal with this otherwise.
 
I love this tool - or would, if I didn't have a couple of problems which probably origin on my side, but I can't figure out how to fix them.

The first is relatively minor: when I drag-and-drop some of the resources etc onto a tech, sometimes one or more of the DLC versions of that resource will come with it, and sometimes I can't drag-and-drop those away again. That's okay, because worst case I just fix that manually in the XML.

However, every time I try to export something, and this includes the default vanilla tree, I get an Export error window with a bunch of error messages, starting with a KeyNotFoundException (whatever that is). Is there something I need to update on my side? I'd really like to use this because it's so much easier than doing everything in the XML.
 
I love this tool - or would, if I didn't have a couple of problems which probably origin on my side, but I can't figure out how to fix them.

The first is relatively minor: when I drag-and-drop some of the resources etc onto a tech, sometimes one or more of the DLC versions of that resource will come with it, and sometimes I can't drag-and-drop those away again. That's okay, because worst case I just fix that manually in the XML.

However, every time I try to export something, and this includes the default vanilla tree, I get an Export error window with a bunch of error messages, starting with a KeyNotFoundException (whatever that is). Is there something I need to update on my side? I'd really like to use this because it's so much easier than doing everything in the XML.

Have you made the fix I explained in my previous post to do with the PolicyTypes column in the Units table? That should solve the KeyNotFoundException problem. (This fix needs to be redone when there's a new patch or if you verify your local cache.) Firaxis introduced this error in their own code (a column in the Units table refers to another table that doesn't exist, because they put "PolicyTypes" instead of "PolicyBranchTypes"), which has the side effect of breaking the conflict resolution code in this tool. Make sure you change whichever file takes the most precedence, so BNW > G&K > vanilla. (edit BNW if you have it)

Regarding the resources stuff, there shouldn't be multiple versions of the same resource to start with. Can you post a screenshot?
 
The attached screenshot shows how the tree looks when I open the editor. As you can see in the main window there are multiples of most resources, buildings etc.

And sorry for not reading the thread properly before asking! :blush:
 

Attachments

  • Resources.png
    Resources.png
    320.3 KB · Views: 172
The attached screenshot shows how the tree looks when I open the editor. As you can see in the main window there are multiples of most resources, buildings etc.

And sorry for not reading the thread properly before asking! :blush:

You're using a very old version! :p Possibly from before I fixed anything. (I'm not this tool's original creator, I just decompiled it and updated it for G&K and BNW after the original creators lost their source code/got too busy to keep it up date.) You should download from here.
 
Okay, there's obviously something here I'm still not getting. :(

I'll just ask a bunch of dumb questions to see where it is I'm going wrong.

* I did the change noted above, in Expansion2 (which I assume is BNW; either way, I couldn't find PolicyTypes in the older Civ5Units.xml versions and a search through the contents of the files only hit the copy I made of the one from Expansion2).

* I've set up a very basic mod called Anders Testar with ModBuddy that just deletes all TechPrereqs.

* I start up the Tech Tree Editor, and it loads with the standard tree.

* I use Mod > Mod XML into Current... and select the XML file from that mod and it deletes all the prereq pipes - so far, so good. I do the same with Mod > .modinfo into Current... with the same result.

* Then I go to File > Export... and get the Export pop-up. It asks for Project and Prefix, neither of which I'm sure what to put in, and wants to output an .ismod file, which I assume is the file format for the editor. Whatever I put for Project and Prefix and whether Do Conflict Detection is checked or not I get an error popup with the following content (which is partly in Swedish since I have a Swedish installation):

Spoiler :
Information om att aktivera JIT-felsökning i stället för den
här dialogrutan finns i slutet av det här meddelandet.

************** Undantagstext **************
System.Collections.Generic.KeyNotFoundException: Den angivna nyckeln finns inte i uppslagslistan.
vid System.Collections.Generic.Dictionary`2.get_Item(TKey key)
vid IndieStoneTools.Forms.Export.SaveISMod()
vid IndieStoneTools.Forms.Export.button2_Click(Object sender, EventArgs e)
vid System.Windows.Forms.Control.OnClick(EventArgs e)
vid System.Windows.Forms.Button.OnClick(EventArgs e)
vid System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
vid System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
vid System.Windows.Forms.Control.WndProc(Message& m)
vid System.Windows.Forms.ButtonBase.WndProc(Message& m)
vid System.Windows.Forms.Button.WndProc(Message& m)
vid System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
vid System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
vid System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Inlästa sammansättningar **************
mscorlib
Sammansättningsversion: 4.0.0.0
Win32-version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
IndieStoneTechEditor
Sammansättningsversion: 0.0.0.0
Win32-version: 0.0.0.0
CodeBase: file:///G:/Moddar%20och%20andra%20filer/indiestonetecheditor/IndieStoneTechEditor.exe
----------------------------------------
System.Windows.Forms
Sammansättningsversion: 4.0.0.0
Win32-version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Sammansättningsversion: 4.0.0.0
Win32-version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
Sammansättningsversion: 4.0.0.0
Win32-version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
IndieStoneTools
Sammansättningsversion: 0.0.0.0
Win32-version: 0.0.0.0
CodeBase: file:///G:/Moddar%20och%20andra%20filer/indiestonetecheditor/IndieStoneTools.DLL
----------------------------------------
System.Xml
Sammansättningsversion: 4.0.0.0
Win32-version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Configuration
Sammansättningsversion: 4.0.0.0
Win32-version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Windows.Forms.resources
Sammansättningsversion: 4.0.0.0
Win32-version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms.resources/v4.0_4.0.0.0_sv_b77a5c561934e089/System.Windows.Forms.resources.dll
----------------------------------------
mscorlib.resources
Sammansättningsversion: 4.0.0.0
Win32-version: 4.0.30319.235 (RTMGDR.030319-2300)
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/mscorlib.resources/v4.0_4.0.0.0_sv_b77a5c561934e089/mscorlib.resources.dll
----------------------------------------
DevIL.NET2
Sammansättningsversion: 1.1.2619.31671
Win32-version:
CodeBase: file:///G:/Moddar%20och%20andra%20filer/indiestonetecheditor/DevIL.NET2.DLL
----------------------------------------
msvcm80
Sammansättningsversion: 8.0.50727.6229
Win32-version: 8.00.50727.6229
CodeBase: file:///C:/Windows/WinSxS/x86_microsoft.vc80.crt_1fc8b3b9a1e18e3b_8.0.50727.6229_none_d089f796442de10e/msvcm80.dll
----------------------------------------
System.Core
Sammansättningsversion: 4.0.0.0
Win32-version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------

************** JIT-felsökning **************
För att aktivera JIT-felsökning (just-in-time ) måste .config-filen för det här
tillämpningsprogrammet eller datorn (machine.config) ha
jitDebugging-värdet angivet i avsnittet system.windows.forms.
Tillämpningsprogrammet måste också vara kompilerat med felsökning
aktiverat.

Till exempel:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

När JIT-felsökning är aktiverad kommer alla undantag som inte hanteras
att skickas till JIT-felsökaren som är registrerad på datorn
snarare än att hanteras av den här dialogrutan.

To me, that "Dictionary`2" looks suspicious but that doesn't help me much since I don't what to do about it. :)

* Possibly the dumbest question, but even if I do get the export to work what do I do with the .ismod file? (I've tried searching through this thread but to no avail.)

Again, thank you for your patience.
 
Okay, there's obviously something here I'm still not getting. :(

I'll just ask a bunch of dumb questions to see where it is I'm going wrong.

* I did the change noted above, in Expansion2 (which I assume is BNW; either way, I couldn't find PolicyTypes in the older Civ5Units.xml versions and a search through the contents of the files only hit the copy I made of the one from Expansion2).

* I've set up a very basic mod called Anders Testar with ModBuddy that just deletes all TechPrereqs.

* I start up the Tech Tree Editor, and it loads with the standard tree.

* I use Mod > Mod XML into Current... and select the XML file from that mod and it deletes all the prereq pipes - so far, so good. I do the same with Mod > .modinfo into Current... with the same result.

* Then I go to File > Export... and get the Export pop-up. It asks for Project and Prefix, neither of which I'm sure what to put in, and wants to output an .ismod file, which I assume is the file format for the editor. Whatever I put for Project and Prefix and whether Do Conflict Detection is checked or not I get an error popup with the following content (which is partly in Swedish since I have a Swedish installation):

Spoiler :
Information om att aktivera JIT-felsökning i stället för den
här dialogrutan finns i slutet av det här meddelandet.

************** Undantagstext **************
System.Collections.Generic.KeyNotFoundException: Den angivna nyckeln finns inte i uppslagslistan.
vid System.Collections.Generic.Dictionary`2.get_Item(TKey key)
vid IndieStoneTools.Forms.Export.SaveISMod()
vid IndieStoneTools.Forms.Export.button2_Click(Object sender, EventArgs e)
vid System.Windows.Forms.Control.OnClick(EventArgs e)
vid System.Windows.Forms.Button.OnClick(EventArgs e)
vid System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
vid System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
vid System.Windows.Forms.Control.WndProc(Message& m)
vid System.Windows.Forms.ButtonBase.WndProc(Message& m)
vid System.Windows.Forms.Button.WndProc(Message& m)
vid System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
vid System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
vid System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Inlästa sammansättningar **************
mscorlib
Sammansättningsversion: 4.0.0.0
Win32-version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
IndieStoneTechEditor
Sammansättningsversion: 0.0.0.0
Win32-version: 0.0.0.0
CodeBase: file:///G:/Moddar%20och%20andra%20filer/indiestonetecheditor/IndieStoneTechEditor.exe
----------------------------------------
System.Windows.Forms
Sammansättningsversion: 4.0.0.0
Win32-version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Sammansättningsversion: 4.0.0.0
Win32-version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
Sammansättningsversion: 4.0.0.0
Win32-version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
IndieStoneTools
Sammansättningsversion: 0.0.0.0
Win32-version: 0.0.0.0
CodeBase: file:///G:/Moddar%20och%20andra%20filer/indiestonetecheditor/IndieStoneTools.DLL
----------------------------------------
System.Xml
Sammansättningsversion: 4.0.0.0
Win32-version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Configuration
Sammansättningsversion: 4.0.0.0
Win32-version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Windows.Forms.resources
Sammansättningsversion: 4.0.0.0
Win32-version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms.resources/v4.0_4.0.0.0_sv_b77a5c561934e089/System.Windows.Forms.resources.dll
----------------------------------------
mscorlib.resources
Sammansättningsversion: 4.0.0.0
Win32-version: 4.0.30319.235 (RTMGDR.030319-2300)
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/mscorlib.resources/v4.0_4.0.0.0_sv_b77a5c561934e089/mscorlib.resources.dll
----------------------------------------
DevIL.NET2
Sammansättningsversion: 1.1.2619.31671
Win32-version:
CodeBase: file:///G:/Moddar%20och%20andra%20filer/indiestonetecheditor/DevIL.NET2.DLL
----------------------------------------
msvcm80
Sammansättningsversion: 8.0.50727.6229
Win32-version: 8.00.50727.6229
CodeBase: file:///C:/Windows/WinSxS/x86_microsoft.vc80.crt_1fc8b3b9a1e18e3b_8.0.50727.6229_none_d089f796442de10e/msvcm80.dll
----------------------------------------
System.Core
Sammansättningsversion: 4.0.0.0
Win32-version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------

************** JIT-felsökning **************
För att aktivera JIT-felsökning (just-in-time ) måste .config-filen för det här
tillämpningsprogrammet eller datorn (machine.config) ha
jitDebugging-värdet angivet i avsnittet system.windows.forms.
Tillämpningsprogrammet måste också vara kompilerat med felsökning
aktiverat.

Till exempel:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

När JIT-felsökning är aktiverad kommer alla undantag som inte hanteras
att skickas till JIT-felsökaren som är registrerad på datorn
snarare än att hanteras av den här dialogrutan.

To me, that "Dictionary`2" looks suspicious but that doesn't help me much since I don't what to do about it. :)

* Possibly the dumbest question, but even if I do get the export to work what do I do with the .ismod file? (I've tried searching through this thread but to no avail.)

Again, thank you for your patience.

Ok, a couple of things. Mod XML into current loads a single XML file into the Tech Tree Editor. You use it if want one file to affect the tree somehow. Modinfo into current loads the entire mod into the tree. So you don't need to do both.

I'm not sure where you're encountering .ismod, that shouldn't be a part of the editor. The editor generates large number of xml files (divided up into sensible categories, like technologies, units, etc.) which you can add directly to a mod. (The way the tech tree editor works, you'll probably have to tweak the resulting files a bit, but making it work exactly as intended is way more work than I want to do on this.)

The tool is very picky about text keys, and looking for text keys that don't exist tends to crash it. Are you also working on a Swedish install of CiV? I'm not sure how well this tool handles different languages. Does your test mod edit/add/remove any text keys? Did you add any technologies? (Double clicking on a blank space in the tree will add a technology, which is easy to do by accident.) If you add new techs, you have to make sure the text keys in its DB entry have been set too. (Open them up in the edit DB entry button from the right click menu) Are there techs in the base game that have any text (help text, flavor text, quotes, names, anything) that is not translated into Swedish when you play? (Without mods.)

Have you tried just re-exporting the base game tree? That might narrow down the number of possible issues.
 
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