[TEASER] In-Game Tech Tree Editor

Well done, TheLopez. Yet another example of your sterling work right here :).

Aussie_Lurker.
 
Grey Fox said:
Just wondering if the testing goes well, and if this is close to release?
I'm wondering that too and if you are still planning on a unit and building editor after this one?
 
Ok, so there are two minor roadblocks to the release of this mod:
1) Conversion of warlords v2.0.0.0 mod comps to v2.0.8.0
2) If techs should be allowed to be deleted through the editor. The reason why it is a roadblock is because if people want this ability then I will have to spend more time in writing code to write out all of the XML files that depend on techs. So if people can live without this ability then the tech tree editor is ready for release, otherwise it might take a couple more days. So, what do people think?

As for the other editors, well the tech tree editor is the first module of a bigger Civ4 editor that I am building.
 
Grey Fox - No, there will be a vanilla Civ4 version and Warlords v2.0.8.0 compatible version

strategyonly - ok, there's one vote, anyone else?
 
I'd rather see you release it, and then patch it later if enough people want that feature. (I can definatly see the use of it, but I can live without it)
 
Yeah I can wait too. Deleting something like Future Technologies for a MOD game based on fantasy would be good lol.
 
Yes, in the tech tree editor thread I will show through screenshots how to add a new tech through the tech tree editor.
 
Well, you already know my vote TheLopez ;)!
Brilliant work, as always, btw :)

Aussie_Lurker.
 
O.....M.....G.......

Lopez your my friggin hero, PLEASE release the bare bones version! I had a tech editor for vanilla civ4 that let me change the value for all an era's techs, it had a 1.0 next to each era and changing it to 2.0 would double the required research points etc. It doesnt work for Warlord's, but this looks like it will solve that problem. Your my hero man, please release the basic version! I'll even give you a donation through paypal if you like, and have an account. I just cant play this damn expansion without a tech editor, i hate how fast era's go by without one.
 
TheLopez said:
Yes, in the tech tree editor thread I will show through screenshots how to add a new tech through the tech tree editor.

GOOD!! I am a person that sometimes dont understand what they read, thats why i LIKE examples, the more the better, THX!!:blush:
 
we all can't wait to see it but don't rush to finish it. When you rush to release it then your praise could quickly turn to complaints.
 
I mean it's like you have to have the Tech remover. As much as I have to have it (I'm putting new Techs in my MOD & I've gotta remake the tech tree) I can wait. I tend to agree w/ Civkid1991. Kepp Up THe Good Work The Lopez.:goodjob:
 
I just discovered this thread! This looks like it's going to be totally amazing, TheLopez. The Civ4 community bows down in a chorus of "We're not worthy!"

As far as having an automated "Delete Tech" function, hmm, well, it seems like a lot of work for something that's easy to do in the xml file: Re-name the existing tech, then re-position it on the tree using your editor. Seems easy --- unless I'm missing something?

"Yeah I can wait too. Deleting something like Future Technologies for a MOD game based on fantasy would be good lol."

Also, you don't have to delete inappropriate techs from your mod, either. Just re-name them to something that's thematically consistent. For example, in a fantasy mod, "Future Tech" could be renamed "Second Age Magic" -- so it LOOKS consistent with the rest of your mod even though it will never become available to be researched.

Regardless, though, of how willing you are to make your extraordinary editor available to all modders, TheLopez, regardless of their skill sets -- an amazingly democratic and egalitarian thing to do!! huzzah!! -- this tool is clearly going to unleash the creative juices of many, many gamers! Deepest gratitude from all of us!
 
This is incredibly awesome!
One thing that the editor should check for is if the user lists an AND tech (required tech) for a technology that you must have anyway in order to have reached the tech being edited, the editor should warn the user.
For example, if we have a simple linear tech tree:
TECH A -> TECH B -> TECH C
and the only way to get to TECH C is through this chain, then you should be warned against adding "requires TECH A" in the description of TECH C.
This seems useless with such a simple example, but it is not when you have the entire tech tree to edit.
 
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