Tech Tree

Tilarium

Grand Lord
Joined
Aug 27, 2002
Messages
209
Location
Terra
Ok got a new question for everyone..

I know how to go about added new techs to the game but where lies the problem is the tech tree itself. With adding a tech I'm not always perfect and guesstimation where to put it so it doesn't overlap existing ones, not a huge problem. The one that really irks me however is that the lines going from one tech to another don't show up for the new techs. Usally I can remember what is required but I'm considering making a complete mod right down to a new tech tree and I A) can't have lines running randomly through the tree and B) can't remember whats going to be required for what.

Anyone know how to work the tree so it looks right in the game with the new techs added in?

Kyle
 
Originally posted by zulu9812
You have to edit the individual tech tree art and add the lines yourself.

Which is annoying for we un-artistically inclined types. Bring back the gray lines!
 
I have posted a how-to in the tutorial section and I have made a grid overlay that you may find helpful for figuring out the X/Y coordinates. I haven't posted the grid yet, but I will try and get that posted in the tutorial thread soon.
 
Kal-el, which thread is it? I've finally found where the screens are to edit, but when I opened them and looked at them I shuddered for a good minute. I need to pan in about 75% just to start to see each pixel. Let me know when you have that grid ready, it'll make things so much easier I suspect.

On the bright side, my mod is almost done. All I have left is working on the stats for the units and do the Civ and Pedialcons entrys for them. Ofcourse I also have the tech tree to do, but that you already knew :p

Kyle
 
Originally posted by Yoda Power


gray lines?

Pre 1.29f; or some such patch, if you created a scenario, all the lines used in the tech screen would show up grey and point to any changes made in the tech tree. For some reason I can't quite fathom, they took that out and made the arrows as part of the graphic itself, so now we have to manually redraw them.
 
I think it was the patch before 1.29, but in any case the fact remains that I want my grey lines back too :cry: . They made the world so much easier, they really did.

Kyle
 
Here are some screens of the Middle and Industrial Ages from my mod, Double Your Pleasure:
PtW_Middle_DyP.gif

PtW_Industrial_DyP.gif
 
:wallbash: I THOUGHT I was all done with the techs finally! I spent hours yesterday and the day before going through each one, getting the locations just right... and today, today I finished the arrows and I thought I was done... but now, it won't use the custom tech screens I made! Arg! I have them in the art/advisor screen where they should be... the game had no problem using them when they were blank, arrowless screens... but now... :wallbash:

:rocket: I said die game!!!! :rocket2: Oh thats it

:tank:

Ok, thats enough aggression. Anyone have that happen to them? Ideas or solutions?

Kyle, very very frustrated
 
Pallette problem?? I am always the one to say this, but most programs dont like limited pallettes, and want to change them. But, Civ3 shutters at the sight of an unpalletted file.

Make it a 256 color image (CTRL-SHFT-3 in PSP7) and try that. If that fails, let us know.

GIDustin
 
:cry: Just tried it but no luck, still calls up the generic tech trees. This is definitally one of the strangest problems I've seen so far.

Kyle

:slay:
 
PTW, ofcourse. Nothing but the best for me :D . I'm sure theres a very simple solution to why it's doing this, but I'll be danged if I know what it is.

Checked the spelling, made sure the mod is still going to the scenero folder and it is. Kicked the computer, tried that too...

Kyle
 
:suicide:

Ok, I just proved two things, 1. I think better at night and 2. it's always the simplest things that confuse me!

After I modified the files and added the arrows PSP7 didn't save them as a .pcx like I figured it would. They all show up and work now, and GIDustin, you were right in having to convert them to 256. I think I'm getting the hang of this mod making stuff :)

Now all I need is to learn how to do units and as soon as I finish with my mod I can get started on my secret project!

Kyle
 
Learning units. Now there is a long twisty road full of bandits who want to steal everything you own. (That probably wasnt the best description). If you can master units, you can most likely edit any of the other items involved in modding civ3.

Glad I could be of help.

GIDustin
 
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