[TEASER] In-Game Tech Tree Editor

Civkid1991 said:
:eek: wow! when do you have time to do anything else! This is amazing... watch out farxis :)
Well... I do have my modder in training helping me :p

Civkid1991 said:
BTW... what did you use to do this? Python? C++?
It is a mix of C++ and Python.
 
This looks like a real good editor but ever think of a utility that only take a couple of buttons to choose what civ you want to add to your mod, and poof done?? Meaning that the creator of the civ (New Civ forum) would have to conform to a style thats would make it work in this utility program. Then all you have to do is add it to YOUR utility and poof done. HINT HINT. or NOT? LOL
 
It always seems to be artwork that causes problems... it's funny that artists are seen as 'useless' yet there's so much work for someone with artistic and computer abilities.
 
SO: Using the modual loading techniques in the CCCP Dll its possible to package a whole civ except UniqueBuildings* into a folder which can be draged and droped to add it to the game without altering any existing files. My version is based on on code by Chinnese American and uses a different format then his. Their Their are strict rules to how the file need to be named, aranged and formated inorder to get it working, existing civs can modified without too much trouble.

*because of the CIV4CityLSystem.xml which aparently is not loaded by the SDK but is nessary for any building to actualy apear graphical in game. I can only conclude that the graphics engine or Python is reading this file directly which is a complete bone head move on Firaxis part, If anyone has an idea as to how to solve this it would be greatly apreashiated.
 
Wow, I just stumbled upon this. This is phenomenal! For people like me who aren't very good at manipulating game screens via Python, this will certainly come in handy!
 
Genius. It looks very impressive, and a unit editor it the works too.
I've heavily modded the XML in my game and it's quite tedious work changing all the numbers, this will make things so much easier.

Thanks TheLopez.
 
Zebra 9, the tech editor is the first module for the overall editor that I am making...

Anyways, the tech editor is allmost done, I broke through my last major roadblock today. :D
 
Hmmm, seems that what is a mere 'roadblock' to you-TheLopez-usually is like a mountain range to me ;). Must be that Bot mind of yours :p.

Aussie_Lurker.
 
Dont ya just love the feeling when you do make that critical breakthrough or find that critical bug or find that you wrote a whole function and found when you compiled it was logicaly and syntaxicaly perfect the first time (I call thouse Imaculate Conceptions). I so LOVE programming!

Ok enough gushing I've got to get back to my totaly secret mod project
*que mad scientist laugh* MWAHAHAHAHA!!! :mwaha::mwaha::mwaha:
 
Omg this is awesome! We're doing a tech-tree overhaul atm for Interstellar Colonization, so finish this up quickly! :p
 
Can't wait to see all the other in game editors.

P.S.
How will you get in the editor? Will it be a button on the thech screen or something in world builder, what?
 
This is so amazing! I registered for the forum just to compliment you xD rofl. Anyways, yeah this would work so much better, but does it also mean we can alter the units available for each tech, and even the tech's name and description ? If so, I'd be really looking forward to 20+ hrs of work condensed to 2hrs! Bravo!
 
Just an update, I am almost done with the tech editor. The reason for the delay in releasing it is that I am trying to get the adding new techs part working correctly. This way you won't have to add an empty tech in the XML and then edit it in the editor.
 
Good news, I have finished the basic implementation for dynamically adding new techs to the game :D. I just need to finish up some UI bits, send the new version to testers and update the code depending on their feedback. Once that is done then the Tech Tree Editor will be released!!!! :D
 
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