I only got a minute, but deleting the panel and redrawing it the correct color sounds like the best bet.
As for a program to choose colors by RGB. Here is a link to the Paint.NET program. It has a wheel that lets you enter RGB, HSV (Hue Saturation Value), or Hex values and see what color they make.
Got your mail with the new link. Will dl it and take a look when I get home later.
I added a screenshot of the new Technology Advisor screen. There are a few things I question about it so i was hoping for some input. To better explain there are 3 types of boxes as is. All these are unlearned techs so keep that in mind.. The first one is selected ('Mysticism'), the second is not selected ('Meditation' & Polytheism'), last is the disables ('Priesthood'). I am wondering if the colors for each are too close together, or any other thoughts on the scheme.
Note: This is to just get input on the colors, and lines/arrows.. the techs in there are not the final product, but me testing my multiple auto-made paths of Or lines/And Icon buttons (the ones in the far right corner). I wanted to get some input before I went through the XML work to put them all in their categories/X&Y locations. (Also thanks to Jeckel for pointing out some holes in the previous version)
I also changed the plane colored lines to be actual textured lines with arrows, I hope that it looks better as it is a pain in the butt to get it to look right heh
You might also notice I changed the categories, it is easier to classify technologies into these categories then the ones I was working with before. Note technologies can be over multiple categories (look at Gunpowder)
Spoiler:
Science, Obviously the techs that are science or gaining science related will go here.
(Example: Education,Chemistry,Gunpowder (for non-military use) )
Traditions, things for religion, happiness, and some health technologies will go here.
(Example: Drama,Polytheism,philosophy)
Economics, these technologies will relate to gold and trade income.
(Example: Banking, Economics,Steel)
Military, these are your offensive/defensive techs for military units, buildings, etc.
(Example: Rifling, Military Science, Gunpowder)
Policies, these are mainly governmental and political technologies.
(Example: Democracy, Constitution, Code of Laws)
I have got 17 techs moved from Civ 4 to Colonization to represent the current 'age' that colonization starts at..
Spoiler:
Nationalism
Printing Press
Constitution
Military Tradition
Replaceable Parts
Democracy
Rifling
Astronomy
Education
Liberalism
Economics
Banking
Gunpowder
Corporation
Chemistry
Military Tradition
Steel
My goal for Tonight/Tommorow is to polish the Advisor screen to look exactly right with the new widgets, and if I get some suggestions on the Technology boxes to fix them. I have a little to do with the lines still, as they need some fine tuning (Darn invisable borders heh), but that should work out well. After it is done, I will get the above mentioned techs in a more organized fashion on the Advisor screen, and begin impleminting them one at a time.
Just a little update, the technologies to represent the 'Colonization Age' have been decided on, and entered into XML (Displayed List Below). What they supply is also decided, and I am now working on the UnitInfo's and the BuildingInfo's. Also, I am changing the CategoryTypes for the technology categories to be based on their own group other then borrowing the founding fathers point Enums. I am already have the buttons of the Units/Buildings that they supply displayed once I finish the changes to the XML/SDK mentioned earlier. The actual implementation of restricting Units/Buildings is not in effect yet, but that will come after I finish displaying them.
One thing I do need... /need/ is buttons images. I have lots of new techs, but until I get some buttons they will all share the same art picture of Mysticism. I am currently scouring the net to find some, but out of everything this is where I am going to be the most lost at.
Note the order might not be the order they will be on the Technology Screen, and there are a few things that are 'assumed' that you have at the beginning of the age.. I tried to leave it as much start game as possible, because anything that is on the screen at the beginning of the game will be covered with previous technology. I should also mention if you don't see it below it didn't make the cut, and this is not all the technologies that will be in the game (Yes I am planing to span from Ancient Era to the Future Era)
Spoiler:
Science -
Astronomy (And Requirement for Caravel)
Aquatic Industry (Expert Fisherman,Dock)
Domestic Agriculture (And Requirement for Expert Cotton/Sugar/Tobacco Planter)
Professional Forestry (Expert Lumberjack,Lumber Mill,More Forest when Chopped down,100% Chopping Wood)
Expert Mining (Ore Miner,Blacksmith Shop)
Domestic Husbandry (Expert Rancher,Stable)
Commercial Industry (Distiller/Fur Trading/Tobacconist/Weaver Factory)
Advanced Breeding (Ranch)
Traditions -
Religious Expansion (Jesuit Missionary)
Religious Practices (Firebrand Preachers,Church)
Religious Proficiency (Cathedral)
Organized Education (Schoolhouse)
Printing Press (Printing Press)
News Development (Newspaper)
Economics -
Domestic Economics - (Wagon Train,Warehouse)
Advanced Storage - (Warehouse Expansion)
Seafaring (And Requirement for Caravel)
Commercial Agriculture (And Requirement for Expert Cotton/Sugar/Tobaccos Planter - Expert Trapper (Doesn't require Domestic Agriculture))
Professional Forestry (Expert Lumberjack,Lumber Mill,+110% on chopping wood)
Expert Mining (Ore Miner,Blacksmith Shop)
Silver Mining (Requires Ore Mining in Science or Economics)
Marine Commerce (Merchantman,Dry Dock)
Advanced Marine Commerce (Galleon,Privateers (Requires Naval Command))
Industrial Foundation (Master Blacksmith,Carpenter,Ironworks)
Commercial Production (Mater Distiller/Fur Trader/Tobacconist/Weaver)
Commercial Infrastructure(Distiller/Fur Trading/Tobacconist/Waver Shop)
Military -
Gunpowder (Cannon,Fort)
Military Defense (Stockade)
Steel (Artillery)
Naval Command (Frigate,Shipyard)
Naval Supremacy (Ship of the Line)
Military Science - Veteran Soldiers
Military Armament (Master Gunsmith,Armory)
Industrial Armament (Arsenal)
Advanced Armament (Magazine)
One question that springs to mind though: if you are going to go to all this work to put the tech tree in, wouldn't it be worth it to also adapt the tech tree to a more temporally suitable one? The tree could be expanded to follow the centuries of colonisation that occurred with the earlier times being more limiting on the early game play. There are plenty of techs that are historically relevent that could add new buildings, new specialists, new boats, new terrain bonuses or resources etc etc etc as you move through the colonial ages.
One question that springs to mind though: if you are going to go to all this work to put the tech tree in, wouldn't it be worth it to also adapt the tech tree to a more temporally suitable one?
The tree could be expanded to follow the centuries of colonization that occurred with the earlier times being more limiting on the early game play. There are plenty of techs that are historically relevent that could add new buildings, new specialists, new boats, new terrain bonuses or resources etc etc etc as you move through the colonial ages.
When it comes to adding things to this 'age' I want to be kinda careful on that one. I think it is important to keep things this 'age' just like the current game (Of course with the techs to discover everything etc..), but adding new resources/boats/etc (although very much not out of the picture, even a few things will require new additions) should be done carefully.
Given Future ages I fully agree should have all those new things, but I think there should be an age where if you wanted to just play colonization you have that option.
Well after a little break I finally got some more work done.
I have added a new XML (TechClassInfos) which is now the categories of the tabs in the Technology Advisor Screen. Right now it only has one value under it (bDisable) that if true will not display the category in the tabs at the bottom of the screen. So to add a new category all you have to do now is define it in TechClassInfos and set bDisable to 0.
I have also added the Unit/Building Buttons that the tech gives you, as well as putting the Civilopedia link to each button, and flying help text when you put the cursor over the button (shown in screenshot).
My next step is to find the few bugs that might be left, and just do a last once over on the placement. After that the Tech-Screen is "done" (For the techs that I have), and I am going to move towards the researching and implementation of the techs.
I just wanted to pop in, and kinda give a heads up.. I have not abandoned this idea, nor have I poofed. I am still here just took a little "Unexpected" break
I am going to get back to work real soon and hopefully have some more updates/screenshots. But, with the amount of people who "here today poof tomorrow" I thought I should at least say something.
Okay no screenshots today, but I got a lot of SDK work done. I added several functions to CvPlayer, and exposed them out to python. I have also got the filler bar up on the main interface with the name of the selected tech on it. The filler bar also fills up, but right now it is just me putting in numbers for the increase per turn.. so it is kinda rigged
I got the Queue storage information all set up and saved.. I am going to move the whole setting of the shortest path to SDK, and slightly change the way Civ4 did it.. Basically in Civ4 they just choose the shortest path, and if there is a tie they go with the first one. I am going to change it to take the cost of the techs into consideration, so it takes the cheapest path not the shortest one (99% it will be the shortest path).
Also ran into a small problem with adding the fill bar, etc... to the main interface. I couldn't seem to find a way to set a new InterfaceDirtyBits so I just added isTechDirty(), and setTechDirty(bool bDirty). When you send True to setTechDirty, the next time the screen is updated (250ms), the information will be changed. I just figured this is the easiest way so that it only updates when it needs to?
This is a great pilot project. Hopefully it will inspire other modders.
If you want to save some work in designing the tech tree farther, and more realistically for the era, check out Dale's original Age of Discovery mod for vanilla civ4. He did a great job expanding the tech tree realistically in that mod.
Very cool, this will help since the standard list of techs might be a little thin because of the categories. I can' t say it will be in the same, but does give me some good ideas on some new ones. Do you use the standard buttons (To represent the tech), or bowwow from whats there?
Either way, thanks for the info.. will definitely help me flush out the tech tree further. When I get done with the implementation, and importing units I will get back to adding them!
Alright got a few new units in tonight.. Ran into some problems with some specific parts not texturing right. But I am trying to figure out how to fix that.
I am just going to add the screenshot here, any suggestions on how to fix those problems (the Pikeman's pike not showing any texture, or the horse archer/chariot parts showing pink) I am all ears as I am kinda stuck on the graphics part. (Hoping it is just an error on my part)
Good to hear it was just my fault, I am curious if that will fix the pikeman as well as his spear wasn't pink... But got dragged away by code today (if I haven't said it before.. I /hate/ the main interface heh )
I am /very/ close to having the whole ability to learn a tech, by a percentage of your gold. There was a slight problem with the hide/show part on the main interface, but I got that handled. All that needs done now is the set amount added at the end of the turn, and it is "done"(ish).
The display's are done to the point where it will show what it needs to show
as soon as the information is entered so that part is already done(Will have screenshots up soonish, wanted to get it all working first ).
Still lots to do... Like set the queue/path selection up in SDK, Show the Tech's available to be learned where the progress bar is when you click on it, implement some of the restrictive tags I added to Units/Buildings (so you can't build it till you learn the tech).. and etc...
I will keep chugging along.. getting closer and closer
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