Tech Tree Editor

I_batman said:
In Civ III, the editor (in Improvements and Wonders Tab) would allow a wonder to auto-produce units (lower right corner of the window, and you could select the type of unit and frequency it was produced).

Certain of the scenarios that came with vanilla Civ IV had python script that had units being autoproduced, so it was hardcoded into the scenario, not something that could be altered in separate XML files.

I curious how you plan on getting your editor to alter existing python or C++ code. One can edit the XML files and add flags to describe this functionality in a wonder/improvement, but how do you get the base code of the game engine to check for those flags?

I used to build a form of editor in Perl that would alter text files and other Perl scripts, but nothing as sophisticated as what I am talking about for Civ IV.

Then again, you are 100 times the coder I am, so I am sure you will figure it out, or have already figured it out.

And now is the time to celebrate the first part of your editor, and let you do your thing with the rest of the editor in peace and quiet. And this thread is about the tech editor, and I am getting way O/T.

Great job!


Ah, ok, I see what you are getting at. Well, the stock versions of the Tech Tree Editor and Civilizeditor only handle the standard tags included in the game.
 
TheLopez said:
Ah, ok, I see what you are getting at. Well, the stock versions of the Tech Tree Editor and Civilizeditor only handle the standard tags included in the game.

Understood. That will be a zillion times better than anything we have today.
Well, I along with about 100,000 other people, are eagerly awaiting the completed project.
 
strategyonly said:
I only use Warlords versions, no more vanilla for me.

Which version of Warlords are you playing? v2.0.0.0 or v2.0.8.0?
 
strategyonly said:
Only most current everything for me.

So you are using Warlords v2.0.8.0?

I just tested that version and it works for me. Where did you drop the tech editor files?
 
TheLopez said:
So you are using Warlords v2.0.8.0?

I just tested that version and it works for me. Where did you drop the tech editor files?

i opened the zip, put the files in the Warlords/Mod area, thats it.
 
Ok, I tested it again by removing the cheat code and it still works fine for me. Did you actually load up the mod?
 
TheLopez said:
Ok, I tested it again by removing the cheat code and it still works fine for me. Did you actually load up the mod?


what do you mean "load up"? all i did what just above, i just placed it in the MOD file area, thats it?

EDIT: OK i loaded it, but i want it to change my tech in my MOD not the regular tech tree, and this time it did load)ie when i load just YOUR tech tree MOD it works, but thats it.

EDITEDIT: OK heres exactly what i do: I load my MOD, then my scenario to play, its starts, i press altf6, nothing?
 
Well that's the problem, you need to have the tech tree editor loaded up if you want to use it. Otherwise you will need to merge both your mod and the tech tree editor to use both of them at once.
 
TheLopez said:
Well that's the problem, you need to have the tech tree editor loaded up if you want to use it. Otherwise you will need to merge both your mod and the tech tree editor to use both of them at once.


ok, i dont know anything about how to merge, sorry?? How to do, thx?
 
strategyonly said:
ok, i dont know anything about how to merge, sorry?? How to do, thx?

You take two files and merge them together... so for instance if you have a CIV4ControlInfos.xml file in your mod you would have to merge with the CIVControlInfos.xml file in the tech tree editor to come up with a merged CIV4ControlInfos.xml file that contains the changes from both files.

EDIT: No offense here but if you (not just you strategyonly) but the you in general don't know how to merge files then maybe modding might be a bit advanced for you...
 
TheLopez said:
You take two files and merge them together... so for instance if you have a CIV4ControlInfos.xml file in your mod you would have to merge with the CIVControlInfos.xml file in the tech tree editor to come up with a merged CIV4ControlInfos.xml file that contains the changes from both files.

EDIT: No offense here but if you (not just you strategyonly) but the you in general don't know how to merge files then maybe modding might be a bit advanced for you...


ok i merged my controlinfo with yours, i put the info one in my mod, i loaded my MOD, started it pressed ALTF6,nothing?
 
strategyonly said:
ok i merged my controlinfo with yours, i put the info one in my mod, i loaded my MOD, started it pressed ALTF6,nothing?

strategyonly, the CIV4ControlInfos.xml file was only an example. You need to merge ALL of the files including merging the SDK files and compiling them into a DLL.
 
TheLopez said:
strategyonly, the CIV4ControlInfos.xml file was only an example. You need to merge ALL of the files including merging the SDK files and compiling them into a DLL.


Well DAMN, i wish someone would do a "how to" on this, i put all your files in my MOD and NOW it works, PHEW, but now i have the question, if i dont want all that stuff in my MOD if i take it back out will it ruin anything, then later place it back in and make changes again, and so forth and so forth??
Do you need buttons for allthe new tech/changes you make??

It may be local knowledge to those of you that have worked with this stuff for a long time, but how is a person to learn, if theres no how to, and might i apoligize to you for all these questions!! sorry.:blush:
 
Honestly, all you need for the Tech Tree Editor is to put in the artwork for the buttons in the art directory in the assets directory and the XML in the XML directory in the assets directory.

You then make the changes to the tech tree that you want to make, save the changes and take the resulting XML files and artwork in the output directory (default is set to "test") and put them back into your mod.
 
OK i am finally understanding this, how about moving a tech from one area to another, is that ok with this editor? Do the buttons have to be there before you edit to save or can you save then put the buttons in? or is that like the chicken and the egg? LOL
 
Yeah, there's really no reason to merge this into one's own mod... the only reason why you would is if you've got extra tech tags in which case the tech editor itself will have to be modified just to allow for those new tags and if somebody can mod the SDK and mod python to do that, surely they can handle the XML.
 
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