[Request] Tech tree colors & scrolling

Ambiorix

Prince
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Jan 2, 2003
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I'm completely new to mods, so don't have a clue what is available or possible. Jut thought that the following changes to the tech tree would be nice :

1. Better indication of what techs can be researched (eg separate color).
I usually click on 'show me the big picture' when a tech has been researched, but it's hard to see whether I'm choosing a tech that's instantly available, or one that's still a way off.

2. Automatic scrolling of the tech tree, like a map.
The idea is that if you move your mouse to the left or right edge of the screen, the tech tree would automatically start scrolling.

Can do, anyone ?
 
I am pretty sure that first one is doable. I just don't know how. I recall seeing differently coloured tech boxes in other mods.

What I'd like is a tech tree background with different colors for each era, to give it that "archaelogical succession table" feel (and to give me a better feel for the flow of time in the game compared to history).
 
I'd also like to see a version which could be included in the Pedia so you can see the tree without starting a game. Currently the code assumes/requires that their be an "ActivePlayer" for referencing the Unique Units and Buildings. If it could be made to check first for NO_PLAYER and if so to just get the default units/buildings.
 
You are right, though I don't know the method off hand, you should be able to use differnt colors. I would start by searching for the word color and such in the CyInterfaceScreens part of the API and go from there.

GRM7584 said:
What I'd like is a tech tree background with different colors for each era, to give it that "archaelogical succession table" feel (and to give me a better feel for the flow of time in the game compared to history).

This is a very good idea. :goodjob: Theoretically, it would be as simple as placing different images at different points on the screen. It might be a littel tricky to get them dynamicly placed based on where the eras start on the tech tree layout, but that would really just be some testing and coming up with the math formula. :)
 
Impaler[WrG] said:
I'd also like to see a version which could be included in the Pedia so you can see the tree without starting a game. Currently the code assumes/requires that their be an "ActivePlayer" for referencing the Unique Units and Buildings. If it could be made to check first for NO_PLAYER and if so to just get the default units/buildings.

This is somthing I've dreamed of since the first time I made my ancient era mod. I have been slowly wadeing my way through screens these past couple weeks and I've gotten a pretty good grasp of how things translate from doing it in python Tk to doing it in Civ4.


For simplisities sake, and to avoid any kind of legal infringements, I am planning to make a new option in the main screen, under Advanced called Tech Tree Preview. When that button is pressed no game will be started and no game screen will be render. Instead the Tech Tree Screen will pop right up and you will be able to click it like normal and bring up Pedia pages and use the Pedia like normal.

The important difference is that on the tech tree screen there will be a refresh button that reloads the xml files, just like restarting the game, but without closing the tech tree.

This is all theoretical, but I don't for see anything you can do in normal python not being possible in Civ4 and I know I could do it in normal python. :)
 
Firstly I dont think anything in the main shell screen options can be moded as its all coming out of the .exe Second why not simply have it as an optional additional page in the Civilopedia (or other modified pedias) this has been done successfully with several additional pedia screens already and should be no big deal once a modified Tech Screen was made. I've had half a mind to try at it but my python sucks so I'll let you take a stab at it.
 
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