Need testers for new editor

Your cleverness will one day be your downfall.
Until then, we shall revel in it!
OMG!:goodjob:
 
That tech tree editor is absolutely awesome.

Here's an idea that you won't want to do, but which would make this utility perfect: the ability to generate tech tree backgrounds. That is, you finalise the positions of the techs and which ones are prerequisites for which, and then the program draws the arrows onto a background pcx for you. That would be more useful than words can tell.
 
That tech tree editor is absolutely awesome.
It's only the first draft...
I'll add:
- Different color for civ specific/general tech
- Display of the cost directly in the tech tree (and make it easiliy editable from this tool). I think it's easier to balance the cost when you see the tech in the tree.
- Correct size of the techboxes, depending on what the tech gives you (but it will remain tricky, as the size may vary with each civ).
- Icon mod, with the proper icons for the techs, and perhaps what it gives.

Here's an idea that you won't want to do, but which would make this utility perfect: the ability to generate tech tree backgrounds. That is, you finalise the positions of the techs and which ones are prerequisites for which, and then the program draws the arrows onto a background pcx for you. That would be more useful than words can tell.
That's a may be. And as I said, the number of people clicking on the donate button will influence the time I'll take to do request.


So far, I've got... 5$. Which is still a bit short to help me upgrade my computer, so I don't wait 30 seconds for the computer to react everytime I add or rename something... The editor starts to get bigs, with hundreds of controls (and now 17000 lines of code just for the main form !)... Ah... If only I got 0.01 € everytime someone is downloading a unit made with SBB... Hmmm. Wyrmashodow 1500 units + Sandris 600 units = 2100 units = 21 € everytime someone donwload all of them :).
 
- Correct size of the techboxes, depending on what the tech gives you (but it will remain tricky, as the size may vary with each civ).

This alone will make the arrow process much easier to do "by hand".
 
So far, I've got... 5$. Which is still a bit short to help me upgrade my computer, so I don't wait 30 seconds for the computer to react everytime I add or rename something...

Hey Steph,

Check your PayPal account.

Best,

Oz
 
Thanks!

BTW, I ask all people who make a donation to PM or send me an email if they want to appear in the credits, and under what name/ pseudonym.

That's the list I can do to thank them :).

By default, they'll remain anonymous donators.
 
Version 0.4.6 is up. I was a bit busy today, so just minor updates.

In the tech tree builder
-Tech boxes have the size they would have in game
-Tech boxes are displayed in white if they are generic (grey when selected), or in blue if they are civ specific (darker blue when selected)
-The cost of each tech is displayed in red in the techbox
-The cost of the selected tech is displayed at the bottom left, and can be modified directly from here.

Note the civ specific tech in blue
TTB_6.jpg


which of course disappears when I select another civ
TTB_7.jpg
 
A quick report - it's nice that the background is loaded, but it's not practical since it only loads the first era one. Figured I'd mention it since it's something you may have missed because you have one empty background on your screenshots.

Since you load the background already, do you think you could load the techbox graphics as well (since they're normally smaller etc.)? Just a thought since I'm not likely to make a tech tree ever again anyway ;)

a/b/c/d boxes and civ-specific stuff is working nicely.
 
A quick report - it's nice that the background is loaded, but it's not practical since it only loads the first era one. Figured I'd mention it since it's something you may have missed because you have one empty background on your screenshots.
When you change era, it should change the background as well. And it takes in using the search folders.

Since you load the background already, do you think you could load the techbox graphics as well (since they're normally smaller etc.)? Just a thought since I'm not likely to make a tech tree ever again anyway ;)
It's a planned update, as well as the loading of tech icons, unit icons, etc.

But I'll do that in a special "full graphical" mod vs the "simplified" current mod, for performances.
 
What I could easily add is a screenshot feature, that would create a bmp of the tech tree, with the emplacement of the techs.

You could. I have a screenshot tool always running in the background anyway but this could no doubt be useful. What would be really nice though IMHO is a way to take a two layer screenshot with the tech background on one and the tech placement on the other. I'm thinking something like this:

1) Have a button that would display the tech screen in full screen or as it would appear when opening the science adviser in-game.
2) Have an option to hide all the tech boxes (a key combination and/or a clickable button available before going to full screen).
3) Have another option to display all the tech boxes with their at their appropriate x,y coordinates but with a transparent or plain white (plain any color) background again at full screen
4) With screenshots from steps 2 & 3 one would be able use the first as a base image and the second as a layer--setting the white to transparency
5) Apply arrows to the base image while referencing the position of the boxes
6) End result: backgrounds with just arrows and no tech boxes so if, say, one was to remove a function from a tech (take Enlightenment above) redoing the graphics would not be necessary
 
Question: when one has custom civ tech tree, knowing that one can only have one progression of tech advancement,
Spoiler :
ie. tech A and B are required for tech C, Civ X has Archery and Horses as techs A and B while Civ Y has Bowmanship and Camels as techs A and B

therefore

despite being custom tech trees both are going to be prerequisites for tech C, possibly Horse archery and Camel archery respectively

Can tech C in the example above be two different sizes depending on how many functions it has for Civs X or Y?
 
When you change era, it should change the background as well. And it takes in using the search folders.

I checked it again now to reproduce it and I can see what's the problem - it works but only once. E.g. you select each era once fine but after that it's stuck on the last one until the program is restarted, even if you load another BIQ. Tried it with two different mods.
 
Can tech C in the example above be two different sizes depending on how many functions it has for Civs X or Y?
I'm not sure of your example....
What do you mean by "tech A and B are required for tech C, Civ X has Archery and Horses as techs A and B while Civ Y has Bowmanship and Camels as techs A and B"
You can't have tech A and B varies with two different civs.

If tech A is archery for CivX, it will remain archery for CivY, you can't make it turn to bowmanship.

Beside, if tech C gives Archer, and Horser archer, and CivX can build archer, but no horse archer, while CivY can build both, then when you select CivY, the TechC techbox will be bigger than when you look at CivX.

checked it again now to reproduce it and I can see what's the problem - it works but only once. E.g. you select each era once fine but after that it's stuck on the last one until the program is restarted, even if you load another BIQ. Tried it with two different mods.
Ok, yetersayd I checked by selecting each era only once, so I couldn't see the problem. I'll look into it this evening now that I understand the problem better.
 
a) sure, as soon as you get me the source code of CivIII... The tests done with the hacked editor seem to show that Charm does absolutly nothing.

b) It won't work. I tried adding more combat experience, more eras, etc. It screw the rile, the regular editor and the game engine can't handle that properly.
 
Sometimes it's really frustrating...

The file format says something like

long "Number of eras"
for each era
string EraName

So you think "yeah! If I a new era, with all the correct parameters, and increase number if eras, it should work!"

Except it seems the parameters is ignored, and the game will load 4 eras anyway...

the file format even include the possibility to have in theory several maps.
 
the file format even include the possibility to have in theory several maps.

Several maps as in Civ 2 ToT (= several levels of maps one over the other) ?
 
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