Tech Tree Editor

I_batman said:
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?
That is why I suggested a mod with lots of tags. If someone recusively made a whhoollee lot of tags that could make code accessible to XML changes, this mod could be used to make a whole heap of interesting changes without needing to go into the SDK (hopefully). Mind you, my understanding of the limitations of XML is limited in itself, so I don't know how far it can go. Just store values and conditions I guess. But you could make, say, a C++ pop function that just removes a population point. Then add another that gives hammers when a population point is removed and you'd have pop rushing. The point here is that you could then change things around and have a trait that allows you to pop a population and you get gold instead of hammers, etc. Anyway, again I don't know the limitations of XML, but I would like to see many upon many new tags for the traits, units, etc that allow things to be modified through the XML like reduced war warriness as a trait ability, etc.

Anyway, this is OT, but this editor sure opens the way for it. Thanks for replying TheLopez with regards to commenting on the special edition. Looking forward to it :)
 
I was able to download it successfully, and put it in the warlords, mods folder. I loaded it and pressed alt f6, and I was able to modify the tech tree. I started from future tech, and deleted one by one, all the way back until there were nothing but ancient and classical techs left. I saved it, and it said it was saved successfully. I exited out of the screen, and before I founded a city, I went to the science screen by clicking on the icon in the top right of the screen, and all of the techs I had deleted were back...however most of the units and things that the techs provide were missing. Also, if I exit back out of the science screen and found a city on my first turn, I can build wonders like the internet and the pentagon:confused: I dont understand because alt f6 allows me to delete the techs, but once I save, exit, and re-enter, they are there again, but screwed up, please help
 
tried both dl's

all I got was a html link
 
50caliber said:
I was able to download it successfully, and put it in the warlords, mods folder. I loaded it and pressed alt f6, and I was able to modify the tech tree. I started from future tech, and deleted one by one, all the way back until there were nothing but ancient and classical techs left. I saved it, and it said it was saved successfully. I exited out of the screen, and before I founded a city, I went to the science screen by clicking on the icon in the top right of the screen, and all of the techs I had deleted were back...however most of the units and things that the techs provide were missing. Also, if I exit back out of the science screen and found a city on my first turn, I can build wonders like the internet and the pentagon:confused: I dont understand because alt f6 allows me to delete the techs, but once I save, exit, and re-enter, they are there again, but screwed up, please help

50caliber, the intent of this mod isn't for use during actual play. Basically it is intended for making changes to the tech tree, saving those changes and then taking the resulting XML files and using them as part of a mod. If you want to see your changes you will have to restart the game... but you bring up a good point, the tech tree in the tech chooser should reflect the changes you made and I thought I had fixed this issue already... ok I just checked it and I cannot duplicate the bug you reported.

Which version of the mod are you using and for which version of the game? Warlords v2.0.0.0? Warlords v2.0.8.0? Civ4 v1.61?

prext said:
tried both dl's

all I got was a html link

Are you right-clicking on the links and choosing the "Save Target As..." option?
 
Thelopez, I downloaded the top selection in your first post, v0.6.1w, and I run warlords 2.08. I tried your advice about restarting the game, but had the same results: I loaded the mod, started a new game under "play now" and used alt f6 to delete the future and modern techs. I saved it using the button in the bottom left corner, and it said it was saved successfully. I then exited out of the screen and back to the game. I hadnt done anything to the game, as far as found a city or anything like that. I saved the game as "test." I exited out to the main menu. With the mod still loaded, I started a new game under the same conditions, "play now." When the game started, there was a SAM infantry next to my settler, instead of a warrior. So, I tried to load my "test" save, where I had originally made the changes to the tech tree, and it still wouldnt work correctly. I founded a city, and was able to research the apollo program etc. In both instances; the "play now" and the "test" save, the game had been restarted, and the mod was still loaded. And also in both instances, the techs I had deleted had reappeared, but were blank as far as containing units etc... I dont understand what Im doing wrong. Im able to edit the tech tree successfully, but once I save and exit out of the alt f6 screen, it doesnt work correctly. Please help
 
50caliber said:
Thelopez, I downloaded the top selection in your first post, v0.6.1w, and I run warlords 2.08. I tried your advice about restarting the game, but had the same results: I loaded the mod, started a new game under "play now" and used alt f6 to delete the future and modern techs. I saved it using the button in the bottom left corner, and it said it was saved successfully. I then exited out of the screen and back to the game. I hadnt done anything to the game, as far as found a city or anything like that. I saved the game as "test." I exited out to the main menu. With the mod still loaded, I started a new game under the same conditions, "play now." When the game started, there was a SAM infantry next to my settler, instead of a warrior. So, I tried to load my "test" save, where I had originally made the changes to the tech tree, and it still wouldnt work correctly. I founded a city, and was able to research the apollo program etc. In both instances; the "play now" and the "test" save, the game had been restarted, and the mod was still loaded. And also in both instances, the techs I had deleted had reappeared, but were blank as far as containing units etc... I dont understand what Im doing wrong. Im able to edit the tech tree successfully, but once I save and exit out of the alt f6 screen, it doesnt work correctly. Please help

Can you please post the modified XML files and the saved game?

NeverMind said:
Great work, TheLopez! Thank you! :goodjob:

Have you tested TTE in other languages? I got some bugs while testing it in Russian, but it seems to be a common problem for non-english languages.

Take a look:

http://nm.civfanatics.ru/pics/tte_hunt_eng.jpg
http://nm.civfanatics.ru/pics/tte_hunt_ita.jpg
http://nm.civfanatics.ru/pics/tte_hunt_rus.jpg


Can you please turn on the debugging messages for your log files and post your log files?
Thanks.

EDIT: NeverMind, I think I figured it out... I am using characters in some of the names for the widgets that aren't translating well in other languages... oh and to answer your question no, I didn't test it out in other languages since English is my primary language.
 
Oh, I see. But is it possible to fix this issue in future versions?

Many non-english speaking civfans would be grateful to you :)
 
TheLopez,
It is very important to translate your progarm to non-english languages... Can you help to fix it, please?

May be it widgets that aren't translating well in other languages, but is it possible to do those widgets active? Becouse, after translation, they invisible...
 
NeverMind - I'll see what I can do...

PSYX - The problem is that I use some of the text as the unique names for the widgets. When I do this the game doesn't like that and throws an error.

So has anyone run into this problem and if so how did you go about fixing it?
 
This is amazing Lopez, i know its perhaps a bit down the road, but seeing what you`ve done t the techeditor, i am looking foreward to the "Fromations"editor. i just imagined, if you can make this xml accessable to the average modder with perhaps an interface making the position coordinates and rotations visible in a simple way, you get a whole new graphical dimension available, the fewest have triied to dig into ;) (even me abandoned that, as i was not motivated to rewrite hundreds of coordinates, having to imagine where those units are placed and where they are facing ;) ). But could be cool to see in an american civil war mod or napoleonic or medieval mod, and Ploeperpengel will get his scaled up formations for warhammer ;)

keep up the great work!!
 
Stupid Question:

What do all of the sliders map to? IE what do they affect?

I get most of them, but a list of what they do would be nice...

Really I'm trying to figure out how you alter the amount of production you get from chopping and how thats allowed originally.

I looked at bronze working but didn't see anything that seemed to correlate...
 
jefmart1,

Honestly I thought all of the sliders were pretty self explanitory...

As for:
Really I'm trying to figure out how you alter the amount of production you get from chopping and how thats allowed originally.
That isn't done through techs. It is done through the CIV4BuildInfos.xml
 
Hmmm... that's an interesting idea.
 
TheLopez said:
jefmart1,

Honestly I thought all of the sliders were pretty self explanitory...

As for:
That isn't done through techs. It is done through the CIV4BuildInfos.xml

OK,

What is Feature Production modifier, Power Value, and Asset value. Other than that they are pretty self explanatory. Although why does the worker modifier only go to 49? Is that 49%?

PS I realize these seem stupid questions, but I'm not a programmer of any ability. I couldn't even get programs to work when I copied word for word what was in the book when I was (briefly) an Engineering major. No joke!
 
Also,

How do you create civ specific techs? And would buildings allowed by said techs be captureable?
 
Really I'm trying to figure out how you alter the amount of production you get from chopping and how thats allowed originally.

I looked at bronze working but didn't see anything that seemed to correlate...
I would've thought that the answer to that would be found in Mathematics as it has the +50% forest production yield. Is that what you were looking for?
 
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