Tech Tree Editor

nice and of course a little slow.
you messed upo the saving and loading procedure.
How did I do that? The way I wrote the Tech Tree Editor you need to either start with a fresh tech tree or drop the tech files into the Tech Tree Editor to edit them.

it should be saved in the mods folder it is run from, saved in the place it belongs to when that mod is loaded.
Why would it do that??? I didn't want to directly modify files from outside the Tech Tree Editor mod, this way if a modder messes up the tech tree their original copy is not written over.

And it totally lacks a load option.
I never stated that it would have a load option plus, there really isn't a way to load the XML files dynamically from what I have seen.

Even if not used by the mod i play, i want to load ANY techtree, edit it, and save it anywere.
If you want to do that then drop the XML files from the technologies folder that you want to edit into the Tech Tree Editor mod, edit the tech tree ingame and then save them.

You are more than welcome to change the functionality in the Tech Tree Editor to suit your needs.

You really should mention
Pyton/CvModName.py
edit it (if you use techtreeeditor merged with your mod) and set 'modName = "Your Mods Name" '
or it just wont find a folder (if you do not have 'tech Tree Editor' as a mod) and deny saving.
Well, this is a stand alone mod, ollj, it isn't intended to be merged with other mods.
 
I love it but have one sugestion. The ability to enter a value into a text box. But anyways great work! For my mod I'm reworking the whole tech tree from scratch and this has spead up my work rate!
 
Lopez,

This is working pretty damn good for me! I'm still amazed at how you programmed all this.

Anyway, one problem I ran into:

When I merged this mod into my current project, the custom tags in the Schema aren't showing up in the Tech Tree editor. I don't know if they're supposed to or not (can't remember what was said the last time we discussed it... and I cleaned out my Inbox).

I mean, it doesn't slow me down much... as I can just go into the XML file and do the changes that way. Just wanted to make sure there was a reason for the custom tags not showing up, if they were meant to at all?
 
I love it but have one sugestion. The ability to enter a value into a text box. But anyways great work! For my mod I'm reworking the whole tech tree from scratch and this has spead up my work rate!
I am working on that, I am assuming that you are talking about the tech cost correct? I will add the ability to edit the tech cost through a popup in the next version. Why a popup? Because I couldn't for the life of me get the edit boxes to work correctly.

Lopez,

This is working pretty damn good for me! I'm still amazed at how you programmed all this.

Anyway, one problem I ran into:

When I merged this mod into my current project, the custom tags in the Schema aren't showing up in the Tech Tree editor. I don't know if they're supposed to or not (can't remember what was said the last time we discussed it... and I cleaned out my Inbox).

I mean, it doesn't slow me down much... as I can just go into the XML file and do the changes that way. Just wanted to make sure there was a reason for the custom tags not showing up, if they were meant to at all?

Custom tags do not automatically show up, you need to add them to the tech tree editor... sorry.
 
Custom tags do not automatically show up, you need to add them to the tech tree editor... sorry.

That's cool, man. No biggie. :goodjob:
 
Please move the add button above or left of the list of techs and maybe add a "long technology names are bad" warning.
If not long technology names cause this (ony any resolution):

If the name of any technology is too long (also when the CIV4GameTextInfo has an error or is missing entrys and it displays "TXT_KEY_TECH_...") you can not add any new prereq-Techs because the "add" button is moved out of the window by a long name.
Making the longest names short enough moves the add button back to left, klickable.


Also, propably only if you merge this mod with another, it keeps forgetting (previously changed) new names of your techs and displays a lot "TXT_KEY_TECH_...".
This is caused by the overwriting of files everytime you klick "Save" in the techtreeditor:
\Warlords\Mods\MODNAME\Test\Assets\XML\Text\CIV4GameTextInfo_Tech.xml
AND
\Warlords\Mods\MODNAME\Assets\XML\Text\CIV4GameTextInfo_Tech.xml
It overwrites all previously changed names in those files.
 
Just add a configurable maximum to the X and Y positions of the techs. I have tested the Y axis and obtained a value beyond 200 (past 35 for X axis ). I just felt lazy and stoped, so it could go further.
A vertical lift bar would be very nice if Y>15.
Thanks for this editor.
 
I am working on that, I am assuming that you are talking about the tech cost correct? I will add the ability to edit the tech cost through a popup in the next version. Why a popup? Because I couldn't for the life of me get the edit boxes to work correctly.

Anywhere there is a slider I would like to see a text box personally. But that’s just me. I'm a precise sort of guy.
 
Please move the add button above or left of the list of techs and maybe add a "long technology names are bad" warning.
If not long technology names cause this (ony any resolution):

If the name of any technology is too long (also when the CIV4GameTextInfo has an error or is missing entrys and it displays "TXT_KEY_TECH_...") you can not add any new prereq-Techs because the "add" button is moved out of the window by a long name.
Making the longest names short enough moves the add button back to left, klickable.
Also, propably only if you merge this mod with another, it keeps forgetting (previously changed) new names of your techs and displays a lot "TXT_KEY_TECH_...".
This is caused by the overwriting of files everytime you klick "Save" in the techtreeditor:
\Warlords\Mods\MODNAME\Test\Assets\XML\Text\CIV4GameTextInfo_Tech.xml
AND
\Warlords\Mods\MODNAME\Assets\XML\Text\CIV4GameTextInfo_Tech.xml
It overwrites all previously changed names in those files.
Actually the name of the text file by default is CIV4GameTextInfo_test.XML. Any changes you make in that file will be overwritten when you save your changes.

As for your missing tech names, that is wierd. Do you want to post your files so I can see what might be wrong?
Anywhere there is a slider I would like to see a text box personally. But that’s just me. I'm a precise sort of guy.
Hmmm.... well for most of the sliders you should be able to set the values without any problems.
 
This is simply amazing work Lopez, I think you should get in contact with Firaxis and see to possibility of them including your full CivEditor in the next expantion pack or if its not ready before that point a patch of its own which it more then qualifies for.

My thoughts for future extentions might be some means to streamline the inclusion of new tag data into the editor probably by direct schema analysis for the simpler int and bool tags. String tags could be entered in text fields with the possibility of upgrading to a drop down selection list if an assosiation is made with a group from which to select from. Lastly why not allow the save directory to be configured within the editor.
 
Impaler[WrG];4876442 said:
This is simply amazing work Lopez, I think you should get in contact with Firaxis and see to possibility of them including your full CivEditor in the next expantion pack or if its not ready before that point a patch of its own which it more then qualifies for.

My thoughts for future extentions might be some means to streamline the inclusion of new tag data into the editor probably by direct schema analysis for the simpler int and bool tags. String tags could be entered in text fields with the possibility of upgrading to a drop down selection list if an assosiation is made with a group from which to select from. Lastly why not allow the save directory to be configured within the editor.

Thanks Impaler, the reason why I don't allow straight analysis of the schema is because of the difficulty in knowing how much space new tags and their values might need on screen... I have already run into this when trying to support multiple languages....
 
Ok, for all of those people having trouble using the tech tree editor with existing mods with modified techs:

The best way to edit the tech tree in an existing mod using the Tech Tree Editor is:

0) Make a backup of your mod.
1) Copy, not move, all of your XML files into the XML directory of the tech tree editor
2) Make the changes to the tech tree through the Tech Tree Editor
3) Save the tech tree
4) Copy all of the files from the save directory (by default it is set to Test) back into your mods asset directory. This step is very important since:
- Image files that you might have used in the tech tree will have been copied into the save directory
- A CIV4GameTextInfos_*.xml file (* is replaced by the save directory name) is generated that includes all of the names of the techs you used
- Modified versions of files like the CIV4UnitInfos.xml, CIV4BuildingInfos.xml, etc. are written out in the case that you remove techs that were prereq techs for buildings, units, etc.

I have added the contents of this post to the main first posts for easy reference.
 
Please move the add button above or left of the list of techs and maybe add a "long technology names are bad" warning.
If not long technology names cause this (ony any resolution):

If the name of any technology is too long (also when the CIV4GameTextInfo has an error or is missing entrys and it displays "TXT_KEY_TECH_...") you can not add any new prereq-Techs because the "add" button is moved out of the window by a long name.
Making the longest names short enough moves the add button back to left, klickable.


Also, propably only if you merge this mod with another, it keeps forgetting (previously changed) new names of your techs and displays a lot "TXT_KEY_TECH_...".
This is caused by the overwriting of files everytime you klick "Save" in the techtreeditor:
\Warlords\Mods\MODNAME\Test\Assets\XML\Text\CIV4GameTextInfo_Tech.xml
AND
\Warlords\Mods\MODNAME\Assets\XML\Text\CIV4GameTextInfo_Tech.xml
It overwrites all previously changed names in those files.


See post #7 for an answer you your issue
 
can you add post #113 as a ReadMe file for download w/the mod?

Was it actually helpful for you? Does it need more details?
 
not personally, I haven't used the editor as of yet (waiting on the full set)... it just seemed like a good idea


:)
 
please help me, I can't use the tech tree editor v0.6.1w like you show us !

I think it's a trouble like the one I had previously with gordon...agriculture mod ( text not displayed ) but don't know how to fix it.

What I get when I hit Alt-F6 is :

http://forums.civfanatics.com/uploads/105110/Civ4TTEdAttempt0000.JPG

It's a little different from :

Tech_Tree_Editor_Whole.jpg


I don't like to disturb anyone when busy with this so awaited editor and waited a couple of days before posting.

Thanks,

Snipperrabbit!!
 
please help me, I can't use the tech tree editor v0.6.1w like you show us !

I think it's a trouble like the one I had previously with gordon...agriculture mod ( text not displayed ) but don't know how to fix it.

What I get when I hit Alt-F6 is :

http://forums.civfanatics.com/uploads/105110/Civ4TTEdAttempt0000.JPG

It's a little different from :

Tech_Tree_Editor_Whole.jpg


I don't like to disturb anyone when busy with this so awaited editor and waited a couple of days before posting.

Thanks,

Snipperrabbit!!

snipperrabbit!!,

The problem is the lack of foreign language support in the tech tree editor...

I have fixed the problem in the next version which I will release in a few days...
 
Hey Lopez I've found one more issue I'd like to point out. Could you make disabled techs turn red? Another sugection I have is to make so that when you click the image it brings up the textbox asking for your path.

But as I said before exelent work!

Edit: Also I just realized the Text is written over each save causing only the changes to be saved.
 
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