[WIP] Mod editor (XML)

Actually, I was talking about the moddability of the application since most of it is now written in Python which is executed on-the-fly, similar to how Civ uses Python.

But you will be able to open your mod's Python scripts and edit them in this editor as well, although it won't be as advanced as a true Python IDE. At least not for starters.
 
Thats fine, most of what I would use it for is to adjust a tech or unit that is spawned/gifted. Not actual coding.
 
Sorry but I just had to bump this thread, I got excited due to the following "discovery" :D

I was fooling around with my app and Python and found a way to draw a techtree based on the CIV4TechInfos.xml file (Even those in mods). It successfully reads the X,Y positions of every available tech and draws this:
cs0.2_techtree_alpha.jpg


It looks very low-tech, I know. But this means that eventually, I will write a full-blown Tech Editor that will possibly allow you to paint techs where you want them and see your results immediately. This is really WYSIWYG. I will probably not spend time making nice arrows but straight lines from box to box might be added, shouldn't be hard.

Anyway, I am roughly a month late with the first release so I have set the release date to May 4. Make sure to be around by then to try it out, this app needs some serious testing :)
 
Looks cool. Is it possible to set tech positions in it? I would appreciate that as it would make designeing a tech tree a bit easier as you are anble to visualy see where the techs are.
 
Great :goodjob:.

Designing a tech-tree is hell, because you can't really see it, and one or tow changes can make a big difference. And loading civ everytime consumes time.

The arrows would be important, but they are calculated through the techtree.py (i think; or how it is called), so it would be f******* difficult to add this feature :(.
 
The arrows are secondary, the game calculates them automaticly, but being able to lay it out without having to load up the game would be awsome. This will be awsome when it comes out.
 
I'm playing around with it, trying to figure out a good implementation for editing tech's in that grid. The basic idea is that you'll adjust your tech's values through a standard interface and then go to the grid for position and testing. Hopefully, basic point-and-click to move techs around will be good enough for you guys.

I was thinking about doing a preview thing that shows you what prereqs you need to research a selected tech (Similar to how Civ does it when you select a tech for research). There's also the possibility of assigning prereqs to a tech by just clicking on them in the grid.

I've looked at techtree.py but didn't immediately see anything about the arrows, will have to go through the code again. Anyway, a more crude solution with straight lines might cut it. I'll have to test and see.

Unfortunately, I have only a week left to meet the new deadline, so this Tech Editor will have to collect some dust until I iron out some issues with the Unit Editor. Remember to check out the first post again for screenshots! ^_^
 
Its fine if not all of it is done, it already is more comprehensive than some editors where all they do is civinfos and nothing else.
 
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