Technology creation program

Laucian

Chieftain
Joined
Oct 24, 2005
Messages
34
Location
Netherlands
Hello!

If you're new to the program, here's a little text on what it can do. If you're not new, skip on to the next paragraph. TCP, or CreTech as it is officially called, is a lightweight .NET application for Windows that allows you to import, edit, and export the Technology file of Civ 4. In this file a lot of information is stored, and all of it is editable, including tech costs, prerequisites, and even the position on the tech tree. There is also an option to view the tech tree, to make sure techs don't collide. It's designed to be simple, yet very effective for modders who want to create a lot of techs, or if you just simply want to change something in the file without having to learn XML.

The new version is here! It has importing functionality, and a few system updates and bugs removed. See for yourself!

About the code: it's written with Visual Basic 2005, running on .NET Framework 2.0. The .NET framework is required for it to work, but if you don't have it installed, the program will download it for you automatically (or at least it should... I don't have a computer to test it on). Otherwise, check here for a download.

Version 1.0
- Importing! Finally!
- New system for Flavors, it now resembles the other list things. This is to make it compatible with importing. Flavors option now works like in Domain Moves and Terrain Trades options.
- Slightly changed the interface to implement the new Flavor box into it.
- Changed maximum/minimum values of the numeric boxes to insane values, to make sure importing works.
- Terrain and domain names now get the "TERRAIN_" and "DOMAIN_" extensions as soon as you close their edit box (makes no difference when inputting, just looks a little different).
- Fixed bug where changing prerequisites would not be remembered.
- Fixed bug that caused the tech tree to not work properly.

Older updates:
Spoiler :

Version 0.9
- The installer file should put a shortcut in your Start menu. To run the program, click it. To remove the program from your computer, go to Software in the Confuration Panel, select “Add/Remove software”, select CreTech, and click “Remove” (on Windows XP).
- Removed the splash screen as it was irritating me.
- BtS!
- Added options for: showing options dialog box at start, confirming exit, standard slider counts per expansion, startup techs, new tech values, and auto-building for some of the text fields.
- Options and settings are remembered the next time you start the program (unless you remove the program from your computer).
- You can now edit the lists of terrains, domains, advisors, units, eras, as well as editing flavor names.
- Changed layout of prerequisites, domain moves, and terrain trades (they now open in a separate window).
- Export button now immediately exports.
- Added buttons in the grid frame.

Version 0.6
- Name of the program (it's not great, but better than "Technology Creation Program" :p)
- Added splash screen (note the icon)
- Made it into a setup file which, strangely enough, doesn't setup (it just runs)
- Changed layout, there's no longer a seperate screen for editing or creating a tech
- Removed "Edit" button
- Added tech tree option: this cool new option allows you to see the tech tree as of the current techs
- Added functions for insterting "Trade on terrain", "Movement bonus on domain", and "Commerce Sliders"
- Added to options: number of commerce sliders (and disabled BtS buttons, to be updated very soon)
- Updated tags (the yellowish things appearing when you move your cursor over an object) to make them clearer about the functions of the components
- Added loading bar and "Select all" button to the export screen

Version 0.4

Added:
- EDIT!!! Fianally!!! Requested 1000 times!
- Option for deletion of techs
- Some icons! See wether or not you like them.
EDIT: The file itself still has no icons... :blush:

Changed:
- Layout

Removed:
- Mistakes with exporting (it works now!)

Version 0.2:

Added:
- Warlords
- Sound and MP sound auto-build if you leave them empty

Changed:
- Clicking "No" when asked to leave the Technology Creation screen when clicking cancel no longer closes it

Removed:
- Useless browse buttons for sound and MP sound

 

Attachments

  • CreTech.zip
    273 KB · Views: 1,474
Ohh very useful!
 
Awesome utility. To make it Warlords-friendly, all you need to do is add one line (the one in bold):

...
<bPermanentAllianceTrading>0</bPermanentAllianceTrading>
<bVassalTrading>0</bVassalTrading>
<bBridgeBuilding>0</bBridgeBuilding>
...
 
It would be awesome if we could add buildings and or units with the tech we create.
 
dss files are an image file civ uses, mostly for buttons and stuff i think
thats all i know though, have no idea how you would go about changing them or using them
 
Blake01 said:
Would you be willing to share the source code?

I'll PM you about it soon.

Ultimus said:
It would be awesome if we could add buildings and or units with the tech we create.

You can! But you'll have to do so in the files of the units, buildings and wonders. They have prerequisites, the techs don't have allowances.
Maybe (when I'm finished with this -- taking a long time since school has started :cry: ) I'll make this kind of program for units/buildings as well.

Good Sauce said:
dss files are an image file civ uses, mostly for buttons and stuff i think
thats all i know though, have no idea how you would go about changing them or using them

Thanks anyway!

The main question, however, was WTH there are two files and two numbers in the buttons section...
 
<Button>,Art/Interface/Buttons/TechTree/Mysticism.dds,Art/Interface/Buttons/TechTree_Atlas.dds,4,11</Button>
It's only one file. The first .dds is the name of the button. The "," before the Art/Interface... tells the game to use an atlasmap. The second part tells the game which atlasmap to use and on what coordinate it finds the button.

an atlasmap is a large dds file which includes many buttons and marks in subchannels where one button begins and the other ends so the program can find the coordinates assigned in the xml.

If linked to a single button it looks like this:
<Button>Art/Interface/Buttons/TechTree/Fishing.dds</Button>

should explain this subject more or less. Good luck with the program. Could have used it earlier but you never know maybe I revamp mytechtree from ground up again some day.
 
Ploeperpengel said:
<Button>,Art/Interface/Buttons/TechTree/Mysticism.dds,Art/Interface/Buttons/TechTree_Atlas.dds,4,11</Button>
It's only one file. The first .dds is the name of the button. The "," before the Art/Interface... tells the game to use an atlasmap. The second part tells the game which atlasmap to use and on what coordinate it finds the button.

an atlasmap is a large dds file which includes many buttons and marks in subchannels where one button begins and the other ends so the program can find the coordinates assigned in the xml.

If linked to a single button it looks like this:
<Button>Art/Interface/Buttons/TechTree/Fishing.dds</Button>

should explain this subject more or less. Good luck with the program. Could have used it earlier but you never know maybe I revamp mytechtree from ground up again some day.

Ok, thnx a lot! I'll just make it one button then, I suppose... Cool! Something for the next update!
 
Nice utility. I would like to see a way to edit an existing entry. As it is now, if I screw up or change my mind, I have to delete it and re-enter all the data again.

There were also some limitations on how much text could be imported. I tried to import the text from the chinese unification scenario and it got cut off around mathematics.

Anyhow keep up the good work.
 
Thasis said:
Mmm... lets say you wanted to add more eras? Is this possible? And lets say you customely add a new era, with this program could you add more then 256 techs? I realy think it'd be great if we could get more eras, more techs, etc. Otherwise, good work monsier!

You can add more eras! You can type anything in the box -- the predefined are just so that you won't have to type those in over and over. You can't add more than 256 techs, but maybe I'll raise it to 512 next time (making it slightly slower).


EL_OSO said:
Nice utility. I would like to see a way to edit an existing entry. As it is now, if I screw up or change my mind, I have to delete it and re-enter all the data again.

There were also some limitations on how much text could be imported. I tried to import the text from the chinese unification scenario and it got cut off around mathematics.

Anyhow keep up the good work.

The edit existing entry is for the next update.
Tech import doesn't work at all yet. If you mean export, then there's just a limit on 256... but if that's not it, please say so and I'll see wether I can fix the problem.
 
I was just trying to import the xml code into the text window by copying and pasting. I wasn't aware that it wasn't fully functional at this time.
 
Hi Laucian, I really like your Tech Creator, its helped speed up what was a very tedious process. Im looking foward to your updates, especially editing already existing techs.

For Bugs, I found that if I export the techs to text and subsequently copy that to XML, there seems to be one problem. After each tech, instead of matching the original tag of "<TechInfo>" it says <Techinfo>" (the "i" is small) That doesnt seem like much, but it in itself doesnt allow the new TechInfo Xml to be loaded. So its not much and can be easily fixed. Also the Tag at the very beggining <TechInfos> doesnt match the end tag at the bottom of the XML file. It Instead says <Techinfos>

For suggestions, I would love to see;
1. the add movement on domain function,
2. the function that allowa culture, gold slider changes, and
3. the enable Trade on certain terrain function.
They are all three functions in Tech Info that currently are not supported.
4. Also, Since the Asset value corresponds to whatever era the tech is in, could you make it so it changes automatically whenever an era is chosen? Of course this would only work if you kept the default eras, and one should be able to change the Asset # if one wanted to. For Example: in the vanilla game, each Ancient Tech as an asset of 8;each classical an asset of 16, and so on and so forth, with an increase of 8 for each era.
Anyway these are just my random suggestions and they are not needed, just little bonuses.

Anyway, these are my intial perceptions and over all its very good. :goodjob: If I find any more bugs i will be sure to let you know. Thankyou for working on this in your spare time.
Sincerely,
Patricius

EDIT: BUG: I found that the correct form for putting in a free Great Person in TEch Infos is "UNITCLASS_PROPHET" for Great Prophet, etc. At the moment the Utility puts down "Great Prophet"
EDIT: BUG: Medievel is incorrectly spelled and causes an erorr when trying to load a tech with that era. THe Current Spelling is "Medeivel", the correct is "Medievel".
 
Laucian said:
Try to download the .NET framework, maybe that will help (I hope...)

I can't access that domain. I can download updates but generally i can't access microsoft sites. They told me when i called them it was because i have other non-microsoft operating systems on separate partitions and for further help i had to wipe all non-microsoft partitions.

Is there any other way to access the program?
 
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