Technology cost editor released

twelvetime said:
I tried taking Bh's advice and used the program in the 'customAssets' folder instead. It didn't work... at first :) I just had to trick the mod program a little... It tries to replace an existing file but there isn't one in the 'CustomAssets' string of files, so...
1st. Make two copies of the Sid original, one for back up--as always :) --and one to place in the CustomAssets\XML\Technologies\ file.
2nd. Run the program following the original instructions but just place it in the CustomAssets\XML\Technologies\ file instead of the Assets\XML\Technologies\ file.
Although I haven't tested it yet, that should be it.
Hope that helps.

Yep you'll have to copy files manually to you mod directory unless he looks into the registry for your civ4 dir and makes his program copy the files :)

OP: I'm not familiar with that programming tool/langauge does it allow you to make a radio button selection with the names like (technology/units/buildings) and then you could auto load the appropriate files rather than having them use an open dialog. (I guess just assume same dir if file doesn't exist open dialog, and of course via menu allow open from alternate locations etc...)

Just some thought ignore them if you want.
 
Vilu said:
Have you increased the default Windows dots-per-inch size (DPI)?

Something I always keep in mind or try to ;). A good thing to do is have select box and such on left and text on right. Make selct boxes and such bigger than need twice the needed size is good. this way if people have their DPI or font size higher than normal... It also make it easier if you add an option for font sizes later. (some user just like huge fonts... one user comes into mind, that has eyesight trouble doesn't want to get glasses)

It does take up form space though...
 
Sorry wrong post here
Why isn't there a button to delete ur posts?
 
Firstly may I say thanks very much for this great little program. :)

Vilu, if you are still keeping an eye on this thread (or anybody else for that mater), could you tell me if this will work with the CIV4TechInfos.xml file if it has been customised with new techs, or does it only work on the vanilla techs? I would assume it would if it looks for <iCost> and <Era> tags, but I&#8217;m not sure how you did it and it would be easier to know before I unleash it on some mods I&#8217;m working at.

Thanks.

PS. I know I&#8217;m being lazy as I could test it myself and find out, but I&#8217;m at work and wont be able to do so for a while and I figured this could save me some time. :mischief:

EDIT: For those who might pass this way, I found out for myself, it does work on any tech additions (I assume as long as the code holds true to the original format).
 
I was happy to see this tool - the first I downloaded from this site - however, as already mentioned in this topic, something even more needed is a tool that prevents technology advance alltogether. Using this tool, I can only multiple the tech rate by three or four turns for marathon. Anything above that has no effect, and the change will just be ignored. There's nothing worse than creating a scenario in the middle ages, only to have it play out in the modern ages after just a short time. I have made a scenario where most nations use their special unit as they do not have the technology to use other better units that replace them, however, as soon as they get that technology, the whole point is pretty much ruined.

With the Atlas tool for creating big maps, a tool for allowing cheat in hotseat (so that you can control all players and enter worldbuilder at the same time), the last, and most important, thing scenario-makers need to really get started is a tool to keep the technological status instact.
 
OwenShadd2006 said:
Vilu! Please make an version for Warlord's, i'd love you long time!
It seems Vilu hasn't visit CFC since last year.
 
A little bump... ;)

Seems I've got some inquiries about making a similar tool for Warlords. Actually I'm surprised my tool still seems to be the only one out there capable of making quick mass alterations to technology costs.

Well, the good news: the tool works with Warlords and any custom mods as is :)

When I designed the tool, I made sure it handled the modifications universally so that it supports future releases and any mods, provided the general xml format remains the same. The tool scans every single technology in the opened .xml file, checks which era it belongs to, and modifies the cost value. The beauty of XML format. :)

When run from the Civ4 root folder, the current version of the tool defaults to Assets\XML\Technologies\ folder (the original Civ4 assets) when it searches for the CIV4TechInfos.xml file. Just point the tool to the Warlords folder (Warlords\Assets\XML\Technologies) instead to edit the Warlords technologies. Or, if desired, make it point to any custom mod in their corresponding folders.
 
I don't have BtS yet, so I can't test it. But have you actually tried it with BtS yourself?

I assume BtS has altered the tech info XML file so that the former era categorization (ancient, industrial etc) is no longer valid. If this is the case, my editor does not work. Otherwise it will work.

If it doesn't, I'm sure I can quickly update my editor for BtS provided I can get hold of the BtS TechInfo XML file. If some BtS owner would like to help me out here you can send me a vanilla BtS TechInfo XML file to
ep1551
(at)
kolumbus dot fi
 
I don't have BtS yet, so I can't test it. But have you actually tried it with BtS yourself?


I tried it, it fails with an error message when you try to save the new multiplier values. I'm not home right now, so I don't recall exactly what it says, but it was something like "corresponding iTech not found". When I get home tonight I'll give you the exact error.
 
Vilu, just wanted to say thanks for your great utility and thanks for updating it to work with BtS. It has saved me from the time consuming task of hand editing all of the tech costs as I can't stand the ultra fast pace of the march of technology even at Marathon game speeds.
 
Thank youuu. Now all I need is a tech tree editor itself! :x
 
When attempting to modify the XML tech file for Rise of Mankind: New Dawn mod for BtS, it generates the following error:

"Line 0 (File: "location of the tech editor"):

$readlines[$readlines[0]] = FileReadLine($file)
^ ERROR

Error: Array variable has incorrect number of subscripts or subscript dimension range exceeded."

Listen: I can't go back to manually editing tech costs. I can't! Nightmares of those dark ages still wake me up in a cold sweat every now and again. Any thoughts on how this might be resolved? Additional note: the program is still savvy working other mods as far as I can tell. RoM: ND changes quite a bit, including a new Era. Could this be the culprit? I have no clue, but I am sad and dejected.
 
i tried to use this with bts, but on my system the program loads the XML, but I can't edit any values in the era list with all values set to 1. I can press "patch" and it saves with no changes.

I also see that BBAI xml changes in erainfos xml file sort of replicates the function of this utility?
(with the addition of this tag: <iTechCostModifier>4</iTechCostModifier>)
maybe with BBAI, this utlity is no longer needed?
 
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